Clever solution! It kind of reminds me of when I sometimes run sound through customized EQ and compression to compensate for crappy speakers. My approach is not quite as scientific as this though, just "tweak until it sounds good."
I didn't know there was a version of MPC with a live shader editor, that is also very cool. This is actually a pretty good use case for such a feature.
My home receiver came with a microphone. You plug it in and the receiver blasts noise through the speakers, and comes up with EQ to compensate automatically. This wasn’t an expensive receiver, either.
If you want a more scientific approach, you can use a tool like Room EQ Wizard, which is free—although it works best if you have some kind of flat response microphone, or calibrated microphone with a known response curve.
(I’ll also add that you’re compensating for crappy acoustics in your room as much as you are compensating for crappy speakers.)
I use AutoEQ (https://github.com/jaakkopasanen/AutoEq) for my headphones. It works by "parsing frequency response measurements and producing equalization settings which correct the headphone to a neutral sound". They also have a huge database of already measured and equalized data, which is what I use.
I didn't know there was a version of MPC with a live shader editor, that is also very cool. This is actually a pretty good use case for such a feature.