Thank you so, so much for the assist, sjr. 
#1. I’m not explicitly loading the SDL3 library - it’s just part of my XCode project (see answers to question two). I could actually try loading them explicitly, but I suspect I’d run up against the same capabilities issue. Worth a shot, though. Currently, SDL is my only method of displaying anything on my Mac.
Initially, it was getting a runtime error saying it couldn’t find the SDL3 library - it was looking for a copy in its build directory. It appeared to just not be copying the SDL3 library into the build directory. So I hand copied it there - and the result was the error that it’s not allowed to load it. Which I am inferring is why it didn’t copy it in.
#2. I experimented a bit here. The normal route was I would just drag the framework into my XCode project. Here was one new difference - instead of dragging in the new ueber format for all Apple devices, I just dragged in the Mac specific framework - as this is how the project worked before. I also experimented with adding it in the link settings - which was the same - and even just dragging in only the library, but the effects were identical. Everything compiled fine, but it refused to load the library with that error message about policies.
#3. Maybe this is the issue? It’s set up to build a “command line tool”. I’m not sure how to set it up to build a Cocoa App. But command line tool worked previously. Could you give some details there? Remember, this is a Mac App.
#4. That makes a ton of sense!
My App is definitely not linking against CoreGraphics. Would it be feasible to list the required Apple libraries, or would the list be too long?
#5. I completely understand - in this case, I’m not planning on shipping this as a product. I just want to run it locally on my laptop. Which normally doesn’t require any signing, which is why this is all so odd. For this use case I check Automatically manage signing, Team None, Bundle Identifier blank, Provisioning file none required, Signing Certificate Sign to Run Locally. Do you think building the dynamic library locally would help here, since then at least it wouldn’t be flagged as “downloaded from the internet?”
I am so grateful for your advice, sjr. I’m open to any ideas you have. It sounds like one approach is to build as a Cocoa App - but I’m not sure how, because I don’t see that as an option for MacOS.