I think a big appeal of Chris's algs aren't that they're necessrily the most efficient, but that they're 2 gen, which makes them all insanely ergonomic.
I agree. Given the choice between two equally fast algs, I always choose the one with fewer moves (in any metric). That's just a personal preference of mine. Most of the new algs I found are <R, U, L> which is slightly worse than <R, U>, but since they are shorter it evens out. (also, I think its cool to complement the ZZ method, which was designed to solve the cube with <R,U,L> moves, with <R,U,L>-algs. But thats again personal preference)
I mistakenly wrote that my algs are faster, what I meant was that some of the algs are faster and most are about equally fast, but none are slower.
If you're not already doing so, limit the moves you search. I generate algs in <RUF> <RUD> and <RUL> first, then generate <RUFD>, and <RUDL> <RUFB> algs (these algs are often nice with rotations/wide moves added in).
I generated first unlimited, then <R,U,L> if I got too many good algs; both for face turn metric and quarter turn metric. I will definetely use your strategy for the longer algs, thanks.
