I was originally using LZ4, but I switched to ZX0 after learning that it can do in-place decompression, which means I don't have to allocate separate memory for the compressed data. I'm very happy with the compression ratio, and decompression of large assets (~48kb) only takes a few frames on a 7MHz 68000.
Also of note is LZ4W, included in Sega Genesis Dev Kit (and discussed in the comments section of OP's article), a variant of LZ4 that only uses word-aligned operations. That makes it much faster on the 68000, which can struggle to efficiently handle 8-bit data. More info here: https://github.com/Stephane-D/SGDK/blob/master/bin/lz4w.txt
Not fast, but the compression ratio was decent, and made it easy to fit a bunch of levels into the game.
https://www.blosc.org/pages/blosc-in-depth/
I have never been able to use Blosch myself. But it sounds really interesting, outperforming RAM. Not sure what are the applications - columnar data processing, Parquet files, etc?
https://stackoverflow.com/questions/37614410/comparison-betw...
Because it seems like such a trivial chart to make.