I was going to test a couple of these last night, but unfortunately I got a bit sidetracked, so I didn't get to them until this morning. I see etiel already tested all of these, but I might as well note what I saw as well.
Cu-On-Pa SFC:
Holy cow... This game is addicting! I went in to just test out the patch, but I didn't put it down until I remembered why I was playing it in the first place.
The patch appears to work perfectly, I saw no issues after about 30+ minutes of playing.
Ys III:
I got the same results as etiel.
1 - No boot
2 - Boot
3 - Boot
4 - Boot
Ys 3:
- debug1 = no (s)ram at 70:8000. So not mirrored here. Should be ROM then.
- debug2 = (s)ram at 70:0000. Something writable.
- debug3 = 70:8000 not writable. So doesn't matter.
- debug4 = verifies sram at 70:0000. Not normal ram.
This game uses 70:8000 for sram. But previous patch to flip 70:0000 did not work (Robin64). So game is freaking out about something else on top of this. Interesting.
That's really interesting with the SRAM. My memory mapping knowledge is extremely basic, but isn't SRAM also stored in a couple of the upper banks as well for LoROMs? Probably a dumb question, haha!
Gun Hazard:
Same. No boot, sits at a black screen.
Gun Hazard = Canoe is not correctly loading sram from disk. Very specific condition I hacked in when game starts. Look for Gun Hazard header. -Or- they loaded it to a different sram bank ... huh. Have to check all of them then. But game sees a blank file. Likely pimpinelephant's original repeated thoughts are true.
Huh, now THAT's interesting! Your findings are much, much better than mine ever were! So then it would appear that what happens is:
Boot-up game -> Canoe loads SRAM -> Canoe either thinks it's a bad SRAM file, or it loads it into the incorrect mapping location -> Game sees no SRAM, creates a new one
I'm going to assume that Canoe just loads the SRAM to the same location depending on Hi/LoROM. Is it possible that Gun Hazard looks in a different location? I've heard that some games mirror SRAM to $10-$1F, but I have no clue if that's true or not, just something I read on the internet

.
I'm probably completely off-base for all of this though.
Mobile Suit Gundam Wing: Endless Duel = report says flicker? Not enough information. Does bsnes v073+ work correctly? Because it has that flicker special effect but more noticeable than snes9x 1.51. Or completely different problem?
This is not Power Rangers bug, from code side. So looking for more clues.
I went ahead and tested this game as well. I spent about 20+ or so minutes playing on each of Canoe and Higan.
First of all... Damn! This game is amazing! I remember playing this game years ago, and it's just as fun today as it was back then.
As for the testing, I didn't notice any difference at all. Both display "flickering" but I'm 99.99% sure that it's intended behavior in order to simulate a futuristic projection screen. Shadows, lifebars, character select, everything appeared to be identical.
I should mention that I saw the same thing you did with the "flickering" special effect on BSNES only, not Canoe. It's definitely a bit more... pronounced I guess would be the word, than compared to Canoe. They look identical most of the time, but occasionally the "flicker" effect will be much more pronounced and noticeable for one flicker, then it returns to looking identical as Canoe. Again, this was on Higan only, not on Canoe. So it would appear to me that Endless Duel actually runs a tiny bit better on Canoe than on Higan... Unless Higan is the correct way to display it? Either way, this is incredibly minuscule for whichever case it may be.
Also, it should be mentioned that the list displays this game twice with a different status for each.
Mobile Suit Gundam Wing: Endless Duel | Issues
Shin Kidou Senki Gundam W - Endless Duel | Working
EDIT:
New Ys 3 test patch. Will test it out.