A few ideas/questions...
a.)Many games that have recently become playable, and/or those who have benefited from a particular bugfix may still have poor performance on a sub-par machine, or even what Micro$oft and Intel consider "advanced" nowadays.. The bootup process of for example some of the Kaneko SuperNOVA and SH-2 games taxes processing power, as it required a lot to run in the first place. Seeing as how startups dent the average play speed in some cases, can't the average speed start from a set point? For example, when the attract mode stars/a 'coin' is inserted? Dunno if that's possible or not.. That way the actual in-game speed will be measured, where the player interacts with the game, not sitting there picking his nose waiting for EEPROM tests to run.
b.) Has there been any mass use of "intentional slowdown" to bring up this case? I ask this because a whole buttload of the games in MAME run slower than the actual machines anyways...regardless of what system you're using. Some of it's MAME version specific, some of it's game/driver specific...You might have an extra second of lag or a few frames lost here and there but it'll still run at a respectable speed.
c.) Can background programs/methods of using intentional slowdown be detected by AlphaMAME?
As for the 95% for all recs...eh. Not that much of a difference for your average gamer between 90% and 95%...the rule of thumb would be to attempt all recs. at 100% right?
Don't rush a good thing. We already got AlphaMAME for cheat prevention, which we know needs that little extra processor percentage to run. Let's not "add salt to the wound" so to speak...
Heh..stupid question but what the heck. How many here would actually spend upwards of $1,000+ to get a system just for submitting to MARP? o.O