Okay, so I've been thinking about ZZ and I know that people say it's not popular because EOline can be very hard to get used to and there aren't results sufficiently convincing to back it up.
In an effort to resolve the former, I propose the following beginner's ZZ variant that someone can learn with no prior cubing knowledge (and give them a less painful way to transition into full ZZ later on).
The EZ Method (*rimshot*)
1. Cross (I was thinking on D, but perhaps on U would be possible as well).
2. Place all first layer corners without rotating. The process here could be similar to beginner methods, where you get the corner above its corresponding slot and use RUR'U' and its mirrors to solve.
3. F2L without rotating. Here introduce the idea of a front and front colors (shouldn't be too complicated, it's literally the color of the front center). For each edge piece (in top layer, like most beginner algs assume): get the piece to UF. If the top color is the same as the front color or its opposite, apply an algorithm to solve (e.g. U'RU'R'U'RU'R'URUR' and mirrors). If colors don't match, use FRUR'U'F' to orient the edge, and then solve it using the algorithm.
4. EO of LL using FRUR'U'F'.
5. CP using a similar recognition method to that described in DeeDubb's beginner Roux tutorial (match up corners to corresponding F2L slots, figure out which need to swap) and a Niklas to do the swapping. (I initially was convinced that people should use <R,U,D> Niklas to get used to D fingertricks, but perhaps learning to transition between R and L would be good as well)
6. CO using Sunes.
7. EP using an <M,U> U-perm.
This method would have 6 algorithms (sexy, F2L alg, fruruf, Niklas, Sune, Uperm), 5 of which remain useful later on.
F2L edge recognition is already partially built in, which provides an easier transition into ideas like EOline and orienting 4 edges at a time.
CP before CO might seem a bit odd, but I'm thinking that it would naturally open things up to more advanced CP recognition systems and provide an easier transition into COLL, since you'd be able to learn the algs while already having the recognition for it. This would let you actually understand what each COLL alg does to CP while learning it (personally I find this sort of concreteness very helpful).
I know people use <R,U> U-perms, but I suggest <M,U> here because I think <R,U> fingertricks can be developed during F2L, and <M,U> will be very useful later on when learning H/Z perms.
The only funky part that I see is in steps 2-3, where mirroring algorithms to the left and back might be a little hard to get used to.
Here's the sort of progression I'm imagining between EZ and ZZ (assuming the endpoint is ZZ-a, because that's always seemed the most hardcore to me):
EZ -> solve F2L by inserting pairs -> orient all edges before starting F2L, but after cross -> EOCross -> blockbuilding in the F2L, not just blindly solving cross pieces -> COLL -> PLL? (for when you OLL skip?) -> 2GLL? (for when you CP skip?) -> ZZLL -> ZBLL
Thoughts?