I think the main reason for NESST organizing sprite data like that is because it is a bit more readable in a text editor.
let's say we have a metasprite consisting of 2 sprites for simplicitys' sake.
shiru's order:
xpos, ypos, tileID, attribute
so, we've maybe got something like
Code:
.byte -4, -8, $00, 0
.byte -4, 0, $01, 1 | VFLIP
That makes for even columns, since the OR appendage on the palette with all the attribute constants gets last in line.
in raw oam format, we've got
ypos, tileID, attribute, xpos
so that would be
Code:
.byte -8, $00, 0, -4
.byte 0, $01, 1 | VFLIP, -4
Which, well, you can read it, but it takes time to make out what it is.
On the other hand, both ease of editing and ease of reading is what the
editor is for.
Once exported it shouldn't be touched again and the editor ought to be the canonical source for edits, IMO. Text edits not represented in the editor project file is messy to keep track of and you'd risk overwriting manual changes if you need to go back to the editor. Personally, the only time i'd go about editing in a text file with such data is to make a quick, temporary a/b check.
So with that in mind, i'd prefer if the output of the editor was directly digestible for the PPU. that's what the output is for - again IMO. Everyones' got their own workflow.
As it is, text exports always need to be edited or processed to comply to the PPU directly.