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This is really interesting, I think the best settings are the starting ones. 'Input cancels render' is really important to make the game responsive and fast, and 'AI waits for player render' helps to give the player the 'feel' of the individual turns. 'Simultaneous AI turns' and a fast projectile speed are pretty much required if you have 'input cancels render' as otherwise you have the strange situation where you can seem to be able to move the player before the enemy turn has finished.

I think you definitely have the important variables here, but there are also some other possibilities. In Xenomarine I have a game option similar to 'simultaneous AI turns' but the non-simultaneous option only makes enemy attacks non-simultaneous while keeping other enemy movements simultaneous. (I also have enemy animation but no player animation, which gives a subtly different feel.)