..add a few bits for compatibility (backlight driver, logic converters or decoders, or even a controller)
Thanks but no thanks, life is too short to brew your own graphics controllers, I instead buy modules with graphic controllers built-in.
I've seen some that include GUI widgets -- all you need is an insert-protocol-here and your API is ready to go, high level, event driven.
Great for development, but hope you didn't need your dollarsigns!
Good tip for dealing with the short life cycle of LCD modules: build a cheap carrier board with a standard connector (FFC, ribbon cable, board-to-board headers..), add a few bits for compatibility (backlight driver, logic converters or decoders, or even a controller), and rev a new one every time you have to buy a new supply.
That's the exact reason I was looking more closely at the 7" ones I have here. The only hard to solder bit is the fine pitch SSD1963 chip.
...Which really just comes down to,
How much is it worth it to you?
Plain LCDs are cheap, but require a lot of hardware. A controller chip alone might cost you the $5 you hoped to save over a COG type.
The kind with onboard controllers (or a frame buffer at least) are easy enough to use, but you'll spend a long time either writing your own graphics routines, or debugging someone else's. (Isn't it great that open software can be improved by anyone?...and often, needs to be, several times over, before it's generally useful?!)
Or you can get some damn fine modules with medium level (accelerated graphics?) or high level (GUI events?) drivers built in, which will save you a lot of development work, but how much can you really afford, especially if it goes to production?
Overall, it's hard to say if any one solution would be the most useful among the alternatives, even for a given application -- on the plus side, the difference is probably only a few bucks, but if you are tasked with optimizing every thin cent out of a product, you'll have no choice but to do some serious homework to evaluate them all.
Tim