Pinball audio peaked in the late 80s and early 90s when games had synthesizers built in IMHO. BK2000 as mentioned above used several techniques to ensure everything is synced to the music, nothing clashes, and almost all the tracks switch between each other seamlessly (Brian Schmidt has a great writeup on the game here: https://www.gamedeveloper.com/audio/interactive-audio-in-black-knight-2000-the-importance-of-integration)
Once the audio technology in pinball became hi-fi, I think the lack of limitations caused some pinball sound designers to forget what makes for really good pinball audio.
Comparing LotR to The Hobbit for example, LotR uses the BSMT chip which was completely outdated when it released, but the music and sound is still great. It fits the pace of pinball, it all meshes together, the call outs evoke excitement, tension, or informativeness when they should.
Meanwhile The Hobbit has a great, epic film style score, but it doesn't fit pinball gameplay. Random, sparkly tones and music stings play when hitting certain targets. When you get jackpots the announcer is a bad Smaug impersonator who sounds like he's having a stroke saying "jackpot" over and over again. There's nothing to get me excited when I should be getting excited. Line you mentioned, more/better technology isn't always better.
I could go on and on about my favorite audio packages in pinball, but I'll end by throwing Mousin' Around out there. It has a ton of great sound design tricks all in one package. Seamless transitions between certain tracks, seamless endings when the ball drains, lights that blink in time with the music, and pay attention to the sound that plays when the MOUSE TRAP letters are collected. Those and a few others sound effects are adjusted in pitch to match the current key of the music!