Merged quadruple post. 
 Post 1
Post 1
I wonder if it would make sense for GZDoom to maintain its own list of WADs that need specific fixes - basically like the compat list that ZDoom has but an extra list for WADs that only need fixes applied in the hardware renderer?
Post 2
Well, I've been trying and failing miserably to try and get an editing solution that manages to make the sign "version proof" (ie looking the same in ZDoom, GZDoom old and GZDoom new).  My hope was that I could find something so that regardless of what happened next from the code side, the map would look as intended.  I'll not bore anyone with the things that I have tried but there have been a lot.
Anyway, the real point of this post is to provide a test file.  This is just the area from the mod cut out, set to be MAP01 and retextured to work without any additional files.  I hope it's of use.
signpost.zip
Post 3
Hah! Using the code that Gez posted to help me feel my way, I finally came up with something that actually seems to look the same in all the renderers.  It's not desperately elegant.  The sign mid texture has to be in its own sector surrounded by another sector (just putting it in its own sector was not enough).  Then of course the sloped floors have to be made to match - done using some slope copy things.
[spoiler]

[/spoiler]
Of course, it's not a fix - a simple structure like this needs to have a predictable appearance across renderers, but at least I have managed to satisfy my own curiosity.
Post 4
Don't know why I didn't think of the easiest solution first:
[spoiler]Make a model
 

[/spoiler]
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