Robert-Y
Legend
Where did you get 24 quarter turns? I count 19. Also, it depends on what 3-cycle is used. This one is one of the worst 3-cycles due to the positioning of the corners which were cycled. Most of the time you won't get a case which requires 2 double turn accessible corners so the regular move count in SQTM would be more likely 1+8+7= 16 moves (it is also a regripless step).
Ok 19, which is still bad. You still haven't explained how to do CP properly. And you say it's more likely to be 16 which is still bad. I've asked a bunch of roux solvers to do an average of 12 for the first block in SQTM and the best of us are getting about 8 or 9 moves for this. I could just do a niklas at LL and get around 16 moves too. So why are you proposing to solve CP so early on. What led you to believe that this was a good idea? Also it's a regripless step? So what? People use a number of regrips in CFOP solves and can still achieve decent times. Is this such a big thing to you? It isn't to me.
"You can plan...without too much effort" I'd like it if you can back up this claim for me, otherwise I don't believe it. I don't know you think recognizing corner permutation later in the solve will "inevitably lead to a long pause" when most of the top solvers can recognize it fairly fast with enough practice. Have you tried it yourself? Or is this another claim without much evidence to back it up?Also, LOOKAHEAD. You can plan the entirety of the first step in the inspection without too much effort once you have worked out the 3-cycle to correct CP as well as some of the second step if you are good with lookahead (or 3-cycles if you like BLD). And you don't have to try to recognise corner permutation later in the solve which will inevitably lead to a long pause or wasted moves getting RD corners to their positions. So this is much more fluid for the whole solve.
"greatly increased lookahead"...I don't believe you. Again, I would like evidence to back this up.Lastly, if you go FB then CP the way that is described by the method you posted, you still get around 8+3+3=14 moves (and these are some of the lower numbers assuming good blockbuilding) and I'll be damned if some of them aren't double turns (so the actual movecount in SQTM would be at least 16) and then there is still the aforementioned problem with lookahead. Thus, I would say that 3 extra moves (or none in STM plus we haven't factored in how my method movecount could be lower if the corners weren't in such horrible positions) for a greatly increased lookahead and less algs is a good tradeoff.
Yes, I think SQTM is somewhat important, or at least we should stop using HTM for speedsolves. Yeah I don't believe that the lookahead given by the method is much better than many other methods. Seems like you just made this up to me.So, yes Rob, I agree with you that movecount in SQTM is important (which is why this method aims for a movecount of 50- about the same as the "big four" (discounting petrus))but other things are important to consider as well; the lookahead given by this method is much better than many other methods which can help to give more fluid solves and forcing of good cases in the way in which could potentially lower the movecount as well.