I think you're better off not trying to simulate the effects (like chorus and reverb), or go easy with them, because they're adjusted on the fly with the AdLib Gold, not just cranked up over everything; and the "surround sound" daughterboard was optional.
The modified driver only addresses an issue with supporting standard OPL3, it does nothing about PCM. The AdLib Gold has PCM capability, but I don't see any indication that Dune's driver is trying to use it, and it wouldn't work with a SoundBlaster in any case.
WORMINTR.AGD is the AdLib Gold intro music data file, WORMINTR.HSQ is the AdLib and SoundBlaster intro music data file, and there could be differences between them that aren't just a matter of interpretation. I don't notice many discrepancies like the first pool drip, and I don't hear the music going out of sync; however, you'd have to compare the modified driver against an AdLib Gold to be sure of anything because there's too much room for variation in the music data.
BTW, Dune has an option in its in-game settings to play all songs sequentially rather than based on your location in the game. Also, it's possible to improvise a "jukebox" function by copying any of the .AGD song files to WORMSUIT.AGD and restarting the game, because that song is played during the part of the intro that waits for a keypress while displaying the story text,