guysensei1
Legend
You should almost always look for insertions rather than using an A perm, unless there's crazy cancellations.You don't really need full OLL or COLL (or god forbid, full ZBLL); last layer algs that are longer than 10 moves are very rarely useful unless you one-look the last layer. The most useful LL alg is really just Sune/Antisune (R U R' U R U2 R'); you can use Sunes to solve the edges and then commutators to solve the last few corners. (Exception: if you get Z perm edges, you can't solve that with a single Sune.)
In fact, when you reach the last slot, what you should do isn't even so much to solve the whole pair (unless it's already formed), but to solve the last five edges. This leaves at most five corners unsolved, and you can proceed to writing out your skeleton (all the moves you've done so far in the correct order, including those on inverse) and stepping through it to insert commutators.
Something I forgot to mention in the previous post was that you really should use optimal algs for the easy cases. The pi OCLL case can be done with R U2 R2 U' R2 U' R2 U2 R or its mirror, which is shorter than the 12-move alg you used. Most PLLs are useless, but do learn optimal algs for at least U perm (9f), H perm (9f), and T perm (10f). (The standard A perm algs and the <R,U,L> J perm algs are already optimal.)
