Fortunately, working with the AES and the MVS is the exact same deal. There is a minor difference in how sprite data is retrieved from the cartridge, mainly that a part that is usually on-board the MVS is expected to be in the AES for serialization of tiles (this also affects the tables for sprite shrinking).
I don't think there's a lot available especially to facilitate sprite attribute updating itself, but the system has a very powerful mechanism for chaining sprites together, as well as auto-animating tiles. The arrangement of a sprite's tiles in VRAM are reminiscient of the Genesis / Mega Drive - the tiles progress in vertical stripes from top to bottom. Look at
this article on the "Sticky bit".
What I'd really love to see is something like the Mega Drive - oriented SGDK, but targeting the Neo-Geo. The attraction is the completeness of the toolchain and relative ease of setup.
Koitsu, I thought the 68000's longword moves were performed as two 16-bit word moves with an auto-increment. Is there really a substantial speed difference?