These are all my ways of developing for 2.7-2.8 (everyone below should have eLoader and not be playing them anyway

). No way in hell should you be obliged to do exactly as I do. Here are just a few ways to help optimize your 2.7-2.8 dev'ing experience while Fanjita and them finish the eLoader...
For one, add this to the bottom of your makefile, out of any function (whatever bash scripting calls them...):
Code:
mv tetris.bin game_name.bin
If you are like me and dont like completely reworking the Tetris makefile to spit out not tetris.bin, but rather your own, than youll add this to the bottom of your makefile, out of any function (same as above). Where game_name is the name of your game. This saves you time when transfering to re-type in your game's name.
Another good trick would be to make it auto-transfer it over to your PSP after compiling, but for one, i dont know enough bash scripting to do so, and two, im too lazy to find a makefile that does

But for me, i never have my PSP in USB mode or even connected when compiling.
Anyway, another good thing to know is that alot of people whine about auto-launching homebrew. To avoid this, make an image that will be the thumbnail of your folder (preferably pretty small). Here is my method varied a little from PSP3D's advice (on IRC):
Create thumbnail image for game. Stick in game's folder. Edit loadbin.tif to load my_game.bin inside my game's folder. Stick that in the game's folder. Create/compile my .bin file (using my makefile specially edited to auto-rename it to my game's name). Throw the .bin into where my loadbin.tif has said to be loaded from. Check modified dates, if the thumbnail image STILL isnt the oldest to be modified, I open up loadbin.tif, edit it from saying 'ms0:/psp/photo' to saying 'ms0:/PSP/PHOTO' thus modifying it. Save it again, making it the most recent in the bunch. If the .bin is was the oldest, I simply re-compile my game after doing a 'make clean' and re-transfering my .bin file.
If using the gfx library included with the Mini-SDK released, make use of the effects provided... Rather than printing out your game's objective and whatnot, make it interesting by using the fade effect as a transition.
I'm not sure whether this will work when using actual image graphics, but when using ASCII, I basically gave PSP3D a play-by-play on accident on IRC as I completed the ASCII concept of a breakout game and ported it to work with the TIFF SDK and running in about an hour all together (if you want to test and give me feedback, just tell me ill send you it). So, my suggestion would be to first do all that is needed to finish the overall concept of your game, not in a compilable form (dont add all the controller data and whatnot) but not in puesdo code (still in C/++). This makes it easy to port to just about any language and engine (engine in my case being the gfx libraries 'Print' functions

).
Im sure there are tons of things wrong in the ways I do my work, but hey, as long as it gets the job done in the end (and doesnt take too long) you should be good to go. And repeating what I said at first, no way in hell are you obliged to follow anything I said, this is a mere break down of things I do to get a fast and easy 2.7-2.8 developing experience.
Oh and itd be awesome to here what others do to develope for 2.7-2.8 from debugging to fixing that auto-boot thing.