Ok, it turns out it's not too hard to display CGA/VGA 200-lines modes as 15 kHz single-scanned modes. Unfortunately you need to force some options manually, so it'll only look good while in the game's graphics mode. DOS text screens will look crappy.
All what you need to do is:
1.- Add a new mode 2560x200@60
2.- Run: mame64 ct386sx -ramsize 32M -hard1 new.chd - r 2560x200 -ues -nouesx -nofilter
Optionally, if your monitor supports it, you can extend your crt_range to reach 70 Hz:
crt_range0 15625-16200, 49.50-71.00, 2.000, 4.700, 8.000, 0.064, 0.192, 1.024, 0, 0, 192, 288, 448, 576
(I wouldn't bother anyway, most PC games didn't care about vsync at the time. I've tried it in my PVM and it syncs correctly at 70.8 Hz but there's some geometry distortion).
In my tests, this produces perfectly clean scanlines for both CGA and VGA 200-lines modes. So far I've tried Golden Axe, Side Arms, Goody, Gauntlet, etc. Let me know if it works for you.
Thanks for your time looking into it. That solution works fine for 200 lines resolutions, I had to limit the max hz to 64, it's the closest I can get to 70 hz. Oddly enough my tv supports 224 lines at 65hz, but gets out of sync with 200 lines. I added 2560x200 and 2560x224 to the system.
Maybe it isnŽt worth the effort in going further than that, and if a specific game uses 224 or 240 lines, just choose the specific resolution. Although ideally having the V res would be the optimal solution for this doublescan scenario.
What is this for? It seems to apply some filtering only on text modes, but has no effect in game at all.
-ues -nouesx -nofilterBTW Have you tried Rastan (Rastan Ega)? It seems to use a different resolution than mode 13h while in-game and report weird number of lines depending on the used method or even an interlaced display while the intro screen is progressive, leaves the energy bar out of the screen...
In the other hand, in the meantime I tried some VGA 15khz TSRs and worked fine with MAME!

Depending on which one I got different hz and sizes of the black borders. Even one of them worked at 120hz so emulation was running at half speed at 2560x240x60. But Mame reported 200 lines and Switchres chose a progressive mode accordingly.
And about the 70hz, I don't remember old games to have a very smooth scroll and even had screen tearing anyway, but not matching the refresh may produce another tearing while scrolling (2! lol) and even choppier scroll. Is there any triple buffer option or similar configuration to mitigate this? (apart from trying to get the closest possible to 70 hz).
Recap, 15 khz TSR existed by the time, they are very simple programs, but information was not as universal as nowadays and by then the only I knew about Khz and so was that my VGA monitor didn't show black-lines while my friends' EGA or CGA monitors showed with the same game (I know now the reason, not then!).
The first time I tried this with MSDOS was with Raine and MAME that both had specific options in the DOS versions to display 15KHz, and also the Genecyst emulator with a TSR. Got all the info through internet dial-up. Even AdvanceMame has some generic tools to display VGA and VESA modes for MsDOS at 15 khz and even some designers used 15khz monitors connected to specific VGA cards.
The PC2086 was the first PC we had at home but I didn't dare to change the switches afraid of breaking something. I knew about their function not so long ago.
Most games use mode 13h, thus 320x200x70. Although nobody seemed to care about the *70* in PCs by then, while console games had a smooth scroll.