I've been distracted with job interview-related stuff but am still building up the synth and making some design changes. I decided that because I've succeeded in making naive oscillators acceptably anti-aliased, I could also use a customizable wavetable as the oscillator engine, rather than fixed-function oscillators. The wavetable implementation(right now) has a 7-bit depth, 16 steps, and can toggle linear interpolation per step. This means an exact reproduction of the naive sawtooth, square, triangle, etc. are possible, but also many more original timbres and dynamic timbres. When I first started with the synth concept I thought that I would have a lot of fixed-function choices, but this path still keeps things simple while adding a lot of flexibility. I thought of adding waveshaping, but it's also not necessary if the wavetable itself can be customized to this degree.
I still have to resolve how I'm doing the noise/distortion tones, finish a "real" implementation that integrates everything into a usable form for real-time, and do tests on the other parameters and see what ranges and resolutions work well(filter modes and parameter resolution is a kind of big topic). And then add some effects, if my resolve on that holds(reverb probably no, delay probably yes).
In conclusion, it's coming along, and then I will proceed to work on the rendering of TV-GAME.