Where can I get a good explanation of what to do when the buffer piece becomes solved before I finish doing the edges? (Classic Pochmann)
I move it to an unsolved spot, but it seems like it comes up again and I find it extra work to try and memorize moving that piece multiple times.
Also, when I am memorizing I have a hard time remembering all the unsolved pieces that the buffer can be moved into.

Thank you.
 
Where can I get a good explanation of what to do when the buffer piece becomes solved before I finish doing the edges? (Classic Pochmann)
I move it to an unsolved spot, but it seems like it comes up again and I find it extra work to try and memorize moving that piece multiple times.
Also, when I am memorizing I have a hard time remembering all the unsolved pieces that the buffer can be moved into.

Thank you.

It sounds like you already know exaclty what to do :
"knowing" your pieces will come with practice
 
Also, when I am memorizing I have a hard time remembering all the unsolved pieces that the buffer can be moved into.

Well, what I do is that I put my fingers on all the pieces that I've memorized, so when my buffer comes up, I just look for any piece that my fingers aren't covering. And once I've memorized all the pieces on a certain layer, I can take those fingers off of it to free up space.
 
how can i do parity with BH-corners/Turbo-edges?
Depends which order you solve the corners/edges, here's just one system for each order:

-If you solve edges first, you could finish the edges with UB and UL edges swapped. The parity alg will be solving a single corner Old Pochmann style.
-If you solve corners first, you could finish the corners with UBL and UBR swapped, then setup the last edge to a PLL algorithm (often R-perm).
 
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Well, what I do is that I put my fingers on all the pieces that I've memorized, so when my buffer comes up, I just look for any piece that my fingers aren't covering. And once I've memorized all the pieces on a certain layer, I can take those fingers off of it to free up space.

This is exactly what I do, you just have to get used to it.
 
is there a TuRBo equivalent for 4x4 centers and edges already listed out somewhere?

Don't know if what you are asking for exists but for centers commutators are pretty straigh-forward, no need to take an intermediate step.

For edges: You could take "std" algs for various slices and use set up move to bring 1 or 2 pieces onto that slice
example assuming you keep the standard r2 buffer Drf:
For the r slice you already know the comm from the r2 method
Move 1 or 2 pieces to Fru or / and Urb and solve with F r U r' d r U' r' d' F' and Fd r U r' d' r U' r' F'
 
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