-I own Streets of Rage 2+3 on Wii and replay them constantly. I've seen walkthroughs for the fan-made remakes and it just boggles my mind how Sega refuses to back such an obvious work of pure love. Really, just buy the prototype, maybe tweaking with extra content (the branching paths, if that's what it was, was an AWESOME idea) and throw it on the online stores. Most of the work is done, so the main cost is the purchase price and budget for modding, maybe DLC. It really can't be THAT expensive and God knows Sega could use a little extra cash flow.
-I know they redid Final Fantasy Tactics for the PSP and I would absolutely pick it up if I could, but I keep thinking updated content would make this so much more fun. Why just level grind on random, pointless fights when you could include the mission system from FFT Advance where you go to the pub, pick a side-quest, and actually work through it, including unique win conditions like not using magic or knocking someone off a cliff with Dash (though without the godawful Judge system)? Better yet, use the FF12 bounty hunter mode where you randomly fight a unique character (either a beefed up stock enemy or original design) with an interesting back-story, who you can choose to kill, maybe for a special crystal skill, or spare and throw in jail for an item. While you're at it, have the Zodiac stones play a role - at least make something happen when you collect all 13 (obviously don't completely change the ending, but maybe add a special scene), or get real creative and include a system where a character can abuse the stone's power for special attacks, but forces a special boss fight (maybe a super version of a Lucavi demon) if you use them too often. Also, give concluding story arcs to special characters. Beowolf's thing ended well enough, but what happens to Agrias at the end? Cid? Cloud? Balthier? (how is he even in that time period in the first place? It's Ivalice, but I thought it was the past or something).
-Legend of Legaia: love it to death but it can get really tedious and slow. We've got the processing power where random battles aren't required anymore and can make level grinding and picking up spells easier. Also, the whole concept of choosing attack combos (Low, High, Right Hand, Left Hand) should have more of an impact on how an enemy takes damage, as well as flow more naturally into discovering super combos than having to randomly guess at them. I enjoyed the story and the 3rd act had a nice twist to the villain's reveal, but the actual dialogue needed a lot more polishing. The soundtrack is really good though with probably one of the best boss themes I've ever heard.
-Medevil: Absolutely agree. You'd think the gothic-horror aesthetic would make it more popular these days.
-Toejam and Earl and Earthworm Jim: the 2nd one for T+E is my favorite and probably the one everyone remembers if they've ever heard of the series. Both were really solid platformers with such unique, weird designs that you just don't see anymore. Especially T+E because it encouraged exploration and threw a lot of surprises at you (at some point you fight a duck riding a flying carpet, a nudist in a cardboard box, and a ghost cow - seriously, if you know a current series with that level of insanity, tell me). I wonder how that would work as open-world?