I think a little too much of the load was placed on ACS, when parts of it should have been done manually.
CreateProjectileTranslation("ShadowBlade", 210, 220, -1, -1);
CreateProjectileTranslation("SparkShock", 210, 240, -1, -1);
CreateProjectileTranslation("TopRadius", 0, 255, -1, -1);
CreateProjectileTranslation("DiveMissile", -1, -1, 180, 200);
CreateProjectileTranslation("DrillBomb", -1, -1, 220, 240);
CreateProjectileTranslation("DustCrusher", -1, -1, 80, 120);This is manual and I don't know what you're talking about.
I'd say somewhere between a third and half of the weapons aren't properly translated, but I can't always tell whether it was by design or just due to the color in question falling outside of the translation range.
I went through 3 updates, do you really think these are not by design?
I could translate them however I wanted.
current, not all grays
CreateProjectileTranslation("JunkShieldWarper", 50, 90, -1, -1);all grays
CreateProjectileTranslation("JunkShieldWarper", 50, 90, 91, 200);The reason I chose not to translate neutral colors I said in the Discord
well the main reason is projectile identification
we have a lot of projectiles.
and the retro style has a rather low detail level.
and the original sprites were not made with the intention of looking distinct when sharing a color.

by keeping colors that don't have to be translated, this can be alleviated somewhat
and the other reason
i feel some obligation to keep some of the original colors when megaman's entire gimmick is changing color to throw out different colored attacks
If people don't like specific translations, whatever. PROJTRAN.acs is right there.
I find it more important that team coloring happen at all.
I'm not changing them myself because I think this is how they should look.