The PCB files (mod board and 2 adapters) have been made public (source, bom and gerbers): https://github.com/Opatusos/SNES_TST
Please note that the newest version of the boards has not been tested. Also the included firmware is only a test firmware and it might not even be compatible with the new version of the mod board.
It seems like that all of the previously discussed problems are solved which results in a very clean RGB output.
The board includes the following mods as well: dejitter, CIC, D4 patch, IGR, dual oscillator. Not all functions are tested and/or implemented. The board also has the option to clean the composite video.
/EDIT
I have recently followed up the work started on the Digital Video output of the SNES using the TST pins. (2-Chip SNES, PPU2).
I've found the topic on the German forums: https://circuit-board.de/forum/index.ph ... IP-APU-DSP
It was found that if the TST15 pin of PPU2 is pulled high then the TST0-TST14 pins are corresponding to the RGB video. (TST0-TST4: Red; TST5-TST9: Green; TST10-TST14: Blue).
There were some issues though. The brightness control was not included in the digital output and at a certain Mode 7 setting the picture was missing outside the active Mode 7 area.
As I don't like how blurry the 2-Chip RGB signal looks (even with reverse LPF on OSSC), I wanted to give it a go. The first time I've connected the green TST pins as a proof of concept and it looked promising. I have also found that when I pull the OVER1 and OVER2 PPU2 pins high than the Mode7 works as intented.
Then I've made 2 PCBs and removed the PPU2 from the board and mounted it on my board which I have connected to the SNES through an adapter PCB. I've tried it on my broken SNES first (does not show the sprite layer). After some tests and slight CPLD code adjustments I have tested it in my working SNES unit as well. The brightness setting works and in Pilotwings the start screen looks like it should (uses the problematic Mode 7 settings).
There are still some problems though. Every 10-20 seconds there is (probably) 1 frame of flicker in most games (only 1 layer, mostly (if not only) the sprite layer (I did not have that issue with the broken SNES). There is a possible workaround by turning the digital output off during sync but I have not checked it yet.
There is some noise on my DA converted RGB signal, it can be improved upon.
At the start of Super Mario World when the logo shows up the background is only garbage, I did not look into that issue.
The original analog video is connected to the original encoder for composite output but the colors are way off, not sure why. The original RGB signal is fine only the composite has the problem.
On certain colors slight diagonal lines can be seen (was there before modification as well), most likely cable issue.
Overall everything works. I have tested all my games (ca. 20 PAL games) I have not seen anything strange other than the issues discussed above.

Here is a video of Yoshi's Island with 1 frame of flicker at around 0:03:
https://youtu.be/cSWN-uA_Ibc
And here are photos and videos of the project (unforunately I couldn't do a direct capture):
https://www.dropbox.com/sh/5pgdqq6ppjmb ... ffgza?dl=0
All photos are taken using the OSSC in Line5X mode on a 4k Samsung TV.