Great episode! About the only thing I wish you'd mentioned that you don't is that Midway was responsible for the Playstation version and also for Doom 64. As the episode shows they did a great job with both of them! At minimum I think it'd have been good to mention that Doom 64 was made by the same studio, Midway San Diego, that has previously made Playstation Doom. Looking at the credits on Mobygames, the same guy is credited as programmer on both titles. Oh, and Midway San Diego's next game after that was the N64 port of Quake. (Quake 2 for the N64, however, is from a different studio since the rights moved from Midway to Activision for that one.)
Also one more thing. In the second on 3DO Doom, you mention that the programmer Rebecca Heineman went on to make Killing Time better in part because of what she learned from Doom. I believe she said that in a video about the making of 3DO Doom, but I've always found this hard to understand; Killing Time released months before 3DO Doom. Killing Time released in fall '95, specifically, while Doom doesn't seem to have released until early 1996. Was Doom really programmed first? If so, what accounts for the delays after that before its release...
Also you say that 'they printed 250,000 copies of 3DO Doom, the same number of copies as there were 3DOs', but this is not true; worldwide, at least, the 3DO sold over 1.4 million systems worldwide. Even in the US alone it sold at least 630,000 systems, from Panasonic only (ie not including the Goldstar model which has unknown sales, but was fairly common in the US at least so it probably sold decently):
http://www.neogaf.com/forum/showthread.php?t=981407 I don't know how many copies of 3DO Doom Art Data printed, it may well have been far too many, but it was not literally the same number as the number of 3DO systems.
On another note, in my opinion, framerate and sticky walls aside I really like the SNES version of Doom. The game is slow but entirely playable, and it's the only console version of Doom 1 apart from the Xbox and X360/PS3 versions which has things like the map screen in between levels, the game broken down into three episodes, the PC version's story text blocks at the end of each episode, the boss fights against the Cyberdemon and Spider Mastermind which are absent in JagDoom and its ports); SNES Doom has only one missing enemy, the Spectre Demon. Etc. And as far as the gameplay goes, between the SNES and 32X, sure the 32X version has much better graphics and nearly twice the framerate, but the SNES version plays well enough for me at least and has way better music. I also think that sometimes that greater degree of PC accuracy helps the gameplay -- for instance, on the 32X, like you mention about the GBA version, all enemies are full brightness at all times, which looks terrible. On SNES enemies in darker areas properly look darker. There also aren't light-level changes in levels, such as places where the lights are supposed to go down. Some of that might be a JagDoom thing, but on SNES light-level differences exist like they should. Oh yeah, and the soundtrack is really good as well.
Also, while you can't save in SNES Doom, unfortunately, and yes this is a big problem -- seriously even a password system would have been really fantastic, this game is too long to have to play whole episodes in one sitting! -- they do do one really nice thing, which is that when you die you restart the level with exactly the weapons and ammo you entered it with. Some other versions which also don't have saving are not nearly as kind -- see the 3DO or 32X versions for example, both of which only "save" which levels you have reached and not any weapons, so when you die in a stage you always start with only the basic pistol at whichever level you start on. That's not fun. SNES Doom's solution is pretty good here. I have 3DO Doom, and that you have to go back to just the pistol every time you die is actually the biggest problem I have with that game, and it's why I stopped playing it. You can get used to the framerate, but not this... that is not how Doom was designed, the PC version has saving!
Obviously the game has plenty of other problems, such as that framerate, that enemies always face you, that the game feels like gameplay is slower than the PC version, that you can indeed get stuck on walls, and that five levels are missing from the PC game in this port (though it still has five levels more than the 32X version), but SNES Doom is a great game despite all that. I can understand why something framerate-focused like DF Retro would put it where it is in this list and the logic is reasonable, but SNES Doom is a lot of fun. I've finished the game on SNES and really liked it.
Well, the game was developed by Midway. Midway went under in about '09 and their remnants were bought up by Warner Bros. But Doom's rights would be with Bethesda now. So at minimum you'd need those companies to agree, and that's even assuming that some of the rights aren't lost somewhere else instead...
The really interesting thing about Doom 64 is how dramatically public opinion on the game changed over the years, though. I mean, when it released, Doom 64 was overlooked, considered a relic of a kind of FPS that was going out of favor by the time it released in 1997. There were also a lot of complaints for how dark the light levels are in the game (which is true, but intentional and works). But many years later, people looked at the game again and realized how great it was. It's a dramatic change from what people thought of the game when it released...