Thanks! I think it's worth to mention that in Ion Fury's palette I have incorporated the lessons from two palettes I've made before it:
Supplice palette - which was my first attempt at optimising similar colors together to gain more variety of hues, as well as incorporating something that I was always missing when making artwork using the stock Doom or Duke palette - often not having an in-between color between the gray and a saturated hue (like blue). Not having the colors fade into muddy gray or brown like in stock Doom was also a goal. This was created for ZDoom's software renderer at the time, but Supplice is fully hardware now - however, all the artwork in game uses only these colors.
There's also this palette - for an untitled Build game project I have attempted on my own, didn't work out obviously, but plenty of it idea/design wise went into Ion Fury. I don't remember if this predates the Supplice palette or not - There are some attempts at optimisation here, but I can see quite a few shortcomings of this palette, unlike the one for Supplice. This is also before the Eduke32 engine used extra transparency/blend tables, so the last colors are not only fullbrights, but also only ones that use additive and multiplicative (the gray range) transparency (all done the old school way through shade/transparency tables) - these were meant to be used for effects and computer displays and faux lightmapping done through sprites. The general idea was to create a look between Duke3d and Quake 1.
There was also Hacx 2.0 palette, but it's nothing special aside from somewhat fixing the "gray" fade of the stock Doom palette, replacing Doom's blue range with something less saturated and adding a new blue-gray which was very derivative from either Hexen's or Heretic palettes. (Or maybe even from Cyclones? Can't remember but for certain it was from a Raven game)