Yeah, welcome to the forum!
I'm actually considering it, the thing is, I haven't really looked too deep into it and I'm unsure if the engine would support the features needed for my ideal Lemmings graphics set. (Alpha blending for smoother edges, high framerate for animations, high definition graphics, etc.)
Sorry, but I have to disappoint you there:
Alpha blending is somewhat supported by the engine, but we currently discourage designers from using it. There are still a few problems we have to solve, like: From what alpha value on do we consider pixels to be solid? Should these be drawn with full alpha, and should the remaining pixels be removed completely?
Higher framerate: Apart from technical issues with the current implementation, I doubt that it would look good if the animations for lemmings and traps have different fps. If we go along in that direction, the first step should be to create lemming animations with higher framerate, not specific graphic sets.
High definition graphics: As Simon has found out with Lix, there are some questions regarding the game physics: How many of the sprite pixels have to be solid, in order for the (low-res) physics pixel to be considered solid? In Lix, Simon implemented the rule: A physics pixel consists of two horizontal image pixels, and if one of the image pixels is terrain, then the physics pixel is considered terrain. This has lots of "interesting" consequences, and at least twice I thought I had found a bug in Lix, but in fact it was just a consequence of this rule. I am currently aware of no good rule to translate a high-res image to a low-res physics map. So unless one magically appears, there will be no support for high-res graphic sets. I just favor ease and clarity of game-play over nice graphics.