imo you're pushing it too hard.
The problem with analogue signals is that there's no 100% "hard" horizontal resolution. You have your fixed resolution when the game's calculated inside the system, but everything else is bandwith determined and - when captured on analogue inputs - it's a matter of appying the rate sampling rate. This gets very obvious when you have a look at your Pocket Fighters capture. The sampling applied during capture wasn't perfect. You get so many mismatched pixel columns, that you can hardly expext to achieve a pixel perfect digital capture.
The sampling rate options available in your capture card are limited so while it - admittedly - does a good job, it's only so good as the software presets allow it to be.
Also, is 15khz RGBHV similar to Digital RGB in that both are 0-255
contrary to analogue component, RGB uses full luma range, yes.
and what is the difference between 15khz RGBHV and 31khz RGsB on PS2?
what are you asking for ? 15khz has 240 visible lines per field, while 31khz has 480 lines per frame. RGBHV uses no three dedicated color channels without sync signals, plus two seperated sync lines. RGsB uses two raw color channels plus a third one with composite sync mixed into it.
Last, for PlayStation 2 games that support 480p anamorphic, what is their correct display format? 853x480 (if odd not supported would you use 852x480 or 854x480) or 848x480? display format?
852 as in true 16:9 NTSC. But note that capturing in this actual resolution is wrong. It's just a display parameter for live stretching. The actual output on anamorphic NTSC remains at 720 pixels in width (minus the PS2's underscan area).*
PS: your field order on the PS2 screenshot is mixed up.
(* think of doing a DVD rip. There are morons who re-encode 720x480 16:9 at 852x480 instead of keeping the original resolution and tagging the file with a 16:9 AR so it gets properly displayed by the player.)