Whomever...
The GeForce2 version of the TNT (the TNT-2), especially the 32MB version, probably would help some. However, you certainly should get the fastest with the mostest
that you can afford.
FWIW, in gaming benchmarks, the GF2 MX card is about 1.5 times as fast as the GF2 TNT-2 at resolutions of 1Kx768. See
http://www.romulus2.com/articles/guides/nvidiachipset/benchmark.htm
The GF4 MX 440 is maybe 1.5-2x the GF2 MX. See
http://www.ultimatehardware.net/gf4mx/gf4mx.htm
and the GF4 Ti4200 is about 2x a GF4 MX.
Unfortunately, those benchmarks not a very good match for how Celestia works.
"Not very fluidly" suggests a low framerate. Celestia will display estimated framerates if you type the character "`" Framerates higher than 12fps are highly desirable. Equal to or better than your screen refresh rate is best.
Lots of things affect the framerate, though, and it's hard to separate them. Personally, I'm not familiar with the features of the various cards, so I'm probably not the best person to answer. But what the heck...
1) The most detailed textures are quite large. They take a while to load into the graphics card and then to render. This can slow the framerate quite a bit. You might try using the low-resolution textures to see how much that helps. Type the letter "r" (lowercase) to use the lower resolution texture maps. "R" (uppercase) will switch to higher resolution textures for comparison. Cards with more memory can keep the larger textures readily available so they don't have to be reloaded.
2) On some cards, the more sophisticated textures (like "nightlights") are not supported in hardware. They don't have the "shaders", for example. Software rendering by the main CPU is very slow by comparison. Turning on "nightlights" will slow framerates dramatically on those cards. (Like the ATI Rage series.)
3) The speed of the main CPU affects framerates in other ways, too, of course. It's used to calculate orbital positions, for example.
4) The speed of the AGP port will affect texture loading time. Celestia stops updating the screen while textures are being loaded. That causes a hiccup when you first approach a planet or when the lighted (or dark) side rotates into view the first time.
5) I'm not sure if it's dominated by the CPU or the graphics card, but turning on star and galaxy rendering can make a big difference, too.
I hope this helps a little.