But there were two problems with HAM8: it was only useful for static images, and it was still... bitplane-based (which can cause flickering issues, due to bitplanes which should be individually updated and that can get out of sync with the display).
Without a large CPU boost,
For doing what, converting a 12 / 24 bit framebuffer to HAM / HAM8 with brute force to overcome their limits? That wasn't the Amiga way. Quote:
https://www.youtube.com/watch?v=Fcx5tyAZTQ4 Amiga's Time Gal AGA example
Amiga AGA can do pre-baked full motion HAM8 laser disc-style games. The problem is the Commodore's weak game content to drive platform sales for the anime "gooner" market.
Using pre-computed graphics for for HAM/HAM8 animations wasn't a problem and never under discussion: it was a good way to use those graphic modes.
Albeit the planar graphics wasted both space and bandwidth due to the minimum 16/32 pixels / bits alignment PER bitplane: a packed/chunky version would have been way more efficient (as almost always, with planar vs packed graphic).