Ok, on taking a closer look at BOPE I've been inspired to propose the following (which I will call the TT method for teoidus). The blocks are solved in a somewhat different order because I think this way will be more ergonomic and have better flow.
1. Big Block: instead of Blocks from BOPE, which solves 2 1x2x2s on L and R, I solve a single 1x2x3 on L. This allows for greater flexibility in blockbuilding (for example, attaching a 1x1x3 to another 1x1x3 or building 1x2x2 + a corner and then keyholing in the edge), reduces the remainder of the solve to pseudo2gen <R,r,U,M>, and takes care of one of the 6 corners that would have to be otherwise solved by OSC/PSC.
2. Square + corner: build a 1x2x2 on R + solve the DFR corner. Often the DFR corner solution can be cancelled into the square solution, yielding even further efficiency gains and solving a second of the 6 corners otherwise dealt with by OSC/PSC.
3. CLL (OSC+PSC in one step): since 2 of 6 corners have already been solved, we can simultaneously orient and permute the LL corners with an algset 42 wide, skipping PSC 100% of the time!
4. L7E: many strategies described by
@shadowslice e can be employed in this step. The entire step is <R,U,M> so guaranteed to be ergonomic, and lookahead is as easy as in LSE.
Approximate movecount: 7 Big block + 10 sq&corner + 9 CLL + 17 L7E = 43
Additional algs could easily reduce L7E movecount. I could see this potentially averaging 35 moves or even less with additional algsets.