I was just curious to see if this could give you any ideas, but clearly it's fewer moves than your solver's current approach. (It took less than a second for Bruce's program to spit out that solution on my ordinary laptop.)
1. The 132-move example was a COUNTER-solve. That is, it is the OPPOSITE of the way my solver solves things. I
do not try to solve tredges + centers first. I wanted to show Gottlieb that even the worst STRATEGIC solving method could TACTICALLY still produce extremely efficient counts of "centers being solved" using very few moves. There were 29 centers solved with just 7-9 moves, I forget the exact count. He was claiming that my approach wouldn't amount to much.
2. The 5x5x5 has
234,212,260,435,431,232,696,695 nodes to search through
depth 14. I completed that search in 9 hours 33 minutes. That works out to
6,822,378,690,225,203,399 per second. The final 8 moves of the 22 shown were found in under one second.
3. Since you asked for the most expedient solve, including centers, I did a search. If this was done via pre-computed algs without concern for trying to maximize centers along the way, it could have taken a fraction of a second as well.
EDIT: I recomputed the centers algorithm code. I noticed some algs were "missing" after reviewing some of the solves. My pruning mechanism was "off by 1," overpruning some entries by forgetting to take into account the depth remaining is 1-based and not 0-based. Also added a new pruning mechanism that halts move generation whenever a cage is created and more moves remain in the search. Since the only way to create a unique cage at depth "d" requires it to be completed on the last move, creating a cage after "d - n" moves can only complete a cage by making back-to-back cage sequences that have already been computed. There is no point in accumulating such "algs" as they can be created in cascade. While this slows down the search rate, the pruning effect is tremendous. Depth 9 would take 4 days previously, and now depth 10 is completed after 1 day. (Note: This includes time to write the algs to disk, which is very slow compared to RAM operations, with the net effect of making the process somewhat slow).
EDIT: Update April 12, 2016 with new numbers in bold:
| Depth | Cumulative Node Count | Only Centers Unsolved | Only Tredges Unsolved | Only Corners Unsolved |
| 0 | 1 | 0 | 0 | 0 |
| 1 | 46 | 0 | 0 | 0 |
| 2 | 1,666 | 0 | 0 | 0 |
| 3 | 59,086 | 0 | 0 | 0 |
| 4 | 2,095,696 | 432 | 30 | 0 |
| 5 | 74,331,496 | 1,296 | 84 | 0 |
| 6 | 2,636,431,696 | 39,192 | 628 | 0 |
| 7 | 93,510,461,296 | 255,072 | 2,452 | 0 |
| 8 | 3,316,682,338,696 | 4,688,250 | 32,715 | 528 |
| 9 | 4,172,450,898,004,696 | 48,049,962 | 165,602 | (no data yet) |
| 10 | 147,990,866,406,820,696 | 770,510,826 | 1,722,997 | (no data yet) |
| 11 | 5,249,024,392,428,376,696 | (no data yet) | 12,247,590 | (no data yet) |
Each of the sequences that produces unsolved centers or unsolved tredges is being saved as an "alg." When applied in reverse, it restores the cube. It looks like I'll have the ability to store every tredge alg through depth 12. Some of the ones at depth 11 are a bit unusual. For example:
3R2 3F 2R2 2L2 D 2R2 2L2 3F2 D' 3F 3R2
And this one at depth 12:
R L 2U2 3U R' D2 R 2U2 3U' L' F2 R'
But you can see the power of having every such alg possible pre-computed and ready for testing. Instead of spawning nodes that do nothing to get towards the solve, I'll have about 120 million algs that effect tredges without disturbing the rest of the cube. I'll still need to manually encode a few algs for last layer stuff.
EDIT: Even more surprising is the number of centers that can be jostled around with just one alg. At depth 11, here is a case where 26 of the 48 unfixed centers are in motion:
2R 3U' 2F' 2R' 3U2 2L 3U 2F 3U 2L' 3U
While a very over-specific case, it is still obvious that even an inexact match of algs like this will have the capability to get a nice chunk of centers solved in one fell swoop. At present count, I have 1.2 billion center algs, not yet 10% of the way through depth 11. I am very curious to see how this will effect the final move count.