So, that wound up being more involved than I anticipated. But it's done and working. I had to create new subclasses for batch, sprite, animation frame, and animation that work pretty differently than regular pyglet under the hood. I think the result will actually render more efficiently than standard batches (OpenGL calls no longer scale with the number of separate images being used for sprites), and it has almost all the functionality of the original sprite class. The disadvantage is that all the depth-ordered sprites must be drawn from regions on a single atlas. If anyone wants the code, let me know.
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