Portponky
Regular
I didn't study the method you got to solve the LL corners in 16 moves but maybe i should, is it hard to recognize the cases? I solve the corners intuitionally, this can take quit a lot of moves.
It's really easy to orient corners optimally, the pattern is the same as the sune move.
Permutation is pretty straight forward. You can get very good result by spamming these three moves:
U{LR B LR} - swap the two corners on UF
U{LR BF LR} - swap the two corners on UF and the two on UB
U{RBR LFL RBR} - diagonal swap UBL and UFR corners
On the LL centers i mainly used the (RU FU)*3 and the (UF FR UR FR)*2 sometimes i also use (UR UF UL)*4 that moves six centers in two three cycles and the double jumble to swap four centers
The problem i se with solving the centers last is that it varies a lot from solve to solve how many centers you have to move. A lot of times they are also spread out in ways that force you to do set-up moves to solve them with the algs above. Or is there ways to control this?
I use the same method and the setup moves and bad corner distribution can be a pain. I think this will improve by figuring out / learning more center permutations.
Solving the centers after F2L is easy if you don't have to preserve corners so i was thinking that a method for LL corners that don't effects centers cud be more efficient.
I just had a shot at this and you are right, the centers are quite easy. If there were full corner orient/perm algs it would be fast, but one of the major problems is you can't rotate the top layer so you get four times as many cases as a face turning cube.