It's hard to explain why it feels better, because you could "just" create a bunch of symlinks in one location, but being able to "cd projects:" instead of ~/Desktop/Projects just feels nicer. I've also added "implicit cd" when entering paths, so I can also do just "projects:" like on the Amiga.
What made the Amiga special wasn't just the hardware, but a whole host of small extra niceties like that.
Another favorite is datatypes: A uniform plugin-based API to open files of any type, ensuring Amiga software written decades ago can open modern image formats.
And another one I love was the ability to open a new console window as a file path, so you could redirect shell output to a new window just as if it was a file.
(it also took way too long before I remembered who Alex P. Keaton was...)
My setup is very slowly converging on getting back some of the things I enjoyed about AmigaOS... The challenge of course is that simulating it without rewriting every piece of software and/or replacing the kernel will always be a leaky abstraction, but I can at least do it for the basic desktop and terminal experience...
And AGA was a mixed bag. The extra bitplanes were really welcome, but not having chunky (1 byte per pixel) mode when all the 3d coming out really required it, and having to do an expensive operation to go from chunky to planar, did really hurt efficiency.
It was a great addition that extended the existing idea of bitplanes, which was a really good one in lots of ways though.
Basically, Commodore should've skipped ECS entirely. ECS was essentially useless to most consumers.
The Amiga 2000 should have been delayed until 1998 to include the new AGA. Keeping the cheaper Amiga 500 on the OCS would have been fine.
What an upgraded Amiga really needed was two things. The first is a fast blitter that could also horizontally stretch or shrink a bitmap by some fractional amount. The second was some sort of “flipper” device (or new blitter feature) that could reflect a bitmap across a diagonal line (or rotate by 90 degrees).
Here's how you'd use these for a third-person shooter. Store the wall bitmaps flipped along the diagonal; each line of those bitmaps correspond to a vertical slice of the wall. For each vertical line in the scene, find the correct wall tile and row, and blit that line of pixels into a scratch space, squishing it and shifting it by the correct amount. Then use the flipper to copy that to the screen.