To add to that, the 7800 is a graphics powerhouse and easily the easiest of all 8-bit consoles from the same era to develop graphics for. A single sprite can be assigned to any one of 8 palettes, each with 3 different colors that can be set by the developer. The 7800 does not care which colors are picked as long as it is within the range of colors it can produce. With that information it is easy to have the 7800 produce multi-colored sprite and the colors can be changed on the fly as needed. Asteroids' title screen showcases this well with its color cycling title.
From a graphical perspective, the 7800 could easily outperform the NES. Any game on the NES could have looked just as good, or better, on the 7800. And those flickering graphics on the NES would not have happened as often on the 7800 since it could technically handle over 100 sprites without breaking a sweat. The only downside would have been in the sound department. Since TIA was the system's main sound processor developers were usually stuck with two sound channels. The 7800 could handle audio from a different source on cartridge (POKEY in A8/5200 consoles) but that was costly as each cartridge would need the POKEY processors in them and only two games are known to have used it. Ballblazer being one of them. In theory, however, using a POKEY chip gave four more sound channels which should have given the 7800 a total of 6 sound channels (4 on POKEY, 2 on TIA). Compare that to the NES having on 4 sound channels (3 sine wave and 1 noise) the 7800 was the system that should have been able to beat the NES in overall performance. It's a shame that it didn't happen that way but that's history.