1MB ChipRAM and 512KB other RAM would lead to great results. The whole bottleneck is the 512KB ChipRAM which means it's a true OCS game. Which I think is cool, but if you're doing in 68K ASM and have more time to code tools to compress data etc. 1MB Chipmem in my book, would classify the game as ECS game instead of OCS. :) The ideal is 2MB Chipmem/AGA, as my demo of Castlevania shows: I was able to basically put all I needed for first stage (except tree falling with sprite rotation) and it took just a fraction of the development time of Green Beret without none of the bottleneck issues there.
Separate programs for config is a good idea!