Yeah, I can't get anti-aliasing or VSYNC to work from the game profile. The wrapper must lock out Nvidia's own overrides. I'd like to see how newer anti-aliasing works with the game because 4xAA was awful on my Voodoo5, but I think 4x is the best this particular card can do in OpenGL anyways. Oh well.
Yellow-light torches begin to wash out from the center as white-light characters approach, creating a strange "expanding ring" color effect. Two yellow-light torches near each other also wash out to white. The RGB 0/60/255 "blue" light of skeleton ice mages turns increasingly green as more of them gather on top of each other.
I don't recall this behavior on my Voodoo5, but it stood out after the change to the wrapper and should be fixed regardless.
the anti-aliasing of actual graphic-cards only affect the sides and edges of vertexes, not their interior. D2 uses plain sprites for rendering, so 4xaa on nowadays cards (socalled multisampling) is useless.
The wrapper can do supersampling when GL_ARB_render_texture is active, but this is only usefull, when playing in perspective mode and/or at desktop-resolution.
about the lighting: I have seen no differences between the wrapper (with RadeonHD2600) and a real Voodoo2, both have these "wash-outs".
Don't forget, that color-values are capped at 255, so (0,60,255)+(0,60,255)=(0,120,255)