If you’re simply looking to create 60fps content, for whatever reason, very nice work. Your title, however, is a bit mis-leading, as you are not actually capturing 60fps. De-interlacing does not automatically double the frames (maybe bob deinterlacing does, but that’s not the purpose of deinterlacing), but rather draws the frame “progressively”, based on the interlaced fields. Coming from a console, unless we’re talking component capture from a newer console that supports 720p, your video signal is still 30fps. If you were to break down the 30 frames per second of interlaced video, you would have half of the image (odd lines, for instance) in one field, and the other half of the image (even lines, for instance) in the other field. If you join them together, they make a single complete frame. So, if creating full frames from fields, and having a full frame where previously there was only “half a frame”, then you are essentially creating/inserting frames that didn’t originally exist.
If a game is intended to be played at 60fps (such as the Street Fighters, or any arcade game, as arcade is 60fps…well, actually around 59.xx hz, but that’s another discussion), you also have to take into account that any console game has been adapted to NTSC output…and unfortunately, that is not indicative of arcade frame data. Deinterlacing to create 60fps, also, would not be indicative of full 60fps gameplay. If, however, you want to analyze console frame data for what it is (console data, that is), then 30fps is what you would need to do so.
Another suggestion: rather than using compression, even “lossless”, just capture to uncompressed RGB. Then you are assured of getting every frame (with your other options disabled, which you outlined)…of course, this requires a hard drive with enough space and capable of reading/writing at the necessary bitrate.
Those things said, you have certainly created a very nice guide for creation of high quality content.