Okay, here's some information I was able to learn:
Yes, the Saturn version of the tracks is superior. I used "Dracula's Castle" as an example:
PLAYSTATION RIP DATA:
Duration : 1:44.480 (3 949 344 samples)
Sample rate : 37800 Hz
Channels : 2
Bits per sample : 16
Bitrate : 1209600 kbps
Encoding : lossless
SEGA SATURN RIP DATA:
Duration : 1:46.069 (4 677 632 samples)
Sample rate : 44100 Hz
Channels : 2
Bits per sample : 16
Bitrate : 352 kbps
Codec : DVI-ADPCM
Encoding : lossy
OKI_LOOP_LENGTH: 3682304
Some values cannot be compared, like BitRate, since the XA Audio Format is handled differently than the ADPCM format. PSX always has a crazy sample rate, as opposed to the better Sega Saturn rate.
When the formats get converted to WAV, however, you can see which one is better:
PSX
Bit Rate: 1209kbps
Sample size: 16bit
Channels: 2
Audio Sample Rate: 37kHz
Audio Format: PCM
Saturn:
Bit Rate: 1411kbps
Audio sample size: 16bit
Channels: 2
Audio sample rate: 44kHz
Audio format: PCM
On top of this, some of the Playstation version's XA files required a close duplicate, just so that it can handle pseudo-seamless looping.
Take "Dracula's Castle", again. If you played the PSX XA File, in order for it to loop into the main melody and not into the version that has the introduction (the little part when it starts, with the Wind howling and the guitar), KCET made a second file.
So the game always plays the with-intro XA, then loads the second non-intro XA right before the loop (Michiru Yamane purposely added a rest in the music for this in most of her SotN tunes). From then on, the game just loops the non-intro XA, until you leave the area and come back.
The Sega Saturn version, however, is able to loop properly back into the same file, just at a loop point, saving space in the disc, and having the benefit of a more seamless loop. When the SS versions have a slightly different second loop, they still use the same file, too. They just have the file play for longer, including the loop, and loop to the appropriate location.