In terms of development for macOS the consensus inherent to the absence of OpenGL on recent versions is a serious impact, however for those who can still get their projects to work I have identified that similar provisions work on Mac as they do for Windows in relation to the process of play testing. I also realize that it has been awhile since anyone posted to this discussion, however I have just now confirmed this.
From Steam, control-click the entry for MV, select properties and go to local files. Click the browse local files option to bring up the MV install, then control-click the MV app and select the "show package contents" option. This approach is required because macOS treats the user's Steam library as system protected and as a result of this you cannot access MV files directly from the Finder (or any Steam apps for that matter). Furthemore, there is no obvious equivalency to the "hide protected files" and "show hidden items" options as there is relative to the Windows file explorer so this is basically the only way to get in.
Within the MV app package go to Contents/MacOS/nwjs-osx-test and duplicate game.app for backup purposes. Download the latest nwjs SDK and rename it's package to Game.app (and optionally copy/paste the app.icns from the package shipped with MV) and then copy everything over from the SDK download and into the test provisions.
From here it gets a bit more complicated than on Windows. Start a play test, you will be returned to MV with a trust error. This is to be expected because of Apple Gatekeeper. Accommodate this by going into System Preferences and selecting the Security and Privacy option. You will see the patched launcher as "trust blocked", click on the unblock option to override this. Return to MV and start another test session, and this time you will see the standard download report. Confirm that the package is from the nwjs website, and if everything checks out click Open.
Please note that I am not yet aware of any method to do this for deployment purposes as on Windows, but for those who are not impacted by the x64 or OpenGL situations this will allow for testing MV games with updated nwjs bits on the Mac platform.
EDIT: Unfortunately I have determined that the nwjs-osx-unsigned.zip used by MV is hard-coded, and so it is not possible to do the same thing for deployment purposes. As a workaround you will have to deploy for online play and follow alternative procedures that I will provide later today.
EDIT 2: Apparently in my rush to get this out I miscommunicated the command name for the package browser, which has now been fixed. Additionally, the procedures for creating the x64 package for a macOS distribution is fairly easy. As promised, here's the procedure.
If you haven't already done so, download the nwjs x64 redistributable for macOS. Unzip its contents wherever you'd like and control-click the resulting nwjs.app, then click the "show package contents" option as usual. Go to Go to Contents/Resources and create an app.nw folder to house the game files.
In the MV Editor, do a website export, then open another Finder window and browse for the export location (outpath/gamename/www and replace the provided example with the actual path). Select all the items in the provision and issue the copy command, then return to the nwjs package view and paste the files into the newly-created app.nw folder.
Finally, launch the game, confirm integrity and open. (No requirement exists to bypass Gatekeeper twice in the process of testing and deployment from what I have observed.)