Thermex
Regular
The L7E method you proposed is pretty similar to @crafto22's but with a slight boost in efficiency due to the first two step being combined. I'm honestly not sure if it's worth it for the extra algs, but it can be two-looked which is a bonus. Anyway here's a pretty cool way to implement L7E, it's nice and simple, "potentially" sub-40 moves, and pretty ergonomic:In L7E, why don't we insert LE while doing EO and then 4B/4C? It should give decent movecounts w/o too many algs. And if you want to go the extra mile, implement L6EP.
I think if you use L7E w/ 42/TCMLL neutrality you *may* get a sub-40 avg movecount with 274 algs (unless you go for algorithmic L6EP, then it goes up significantly). I'm worried about L5C recog but if it can be absolutely nailed then this has amazing potential.
EXAMPLES (AVG=17.2)
16
16
19
18
17
1.) FB+BRSquare (15/15)
2.) Tripod L4E (place one oriented corner at UBR and solve the rest of the corners in one alg) (8/24)
3. L7E (17/40?)
About 100 algs for this; really good but a supieror L7E method still needs to be devoloped. I honestly think we should all just dedicate our cubing time to making a solid L7E method, it's definitely one of the most important developments yet to be made. Now that I think about it, it might be better to switch steps 2 and 3 of my method, making this:
1. FB+BRSquare (15/15)
2. Insert FR edge while orienting remaining edges (<r, U> based and fast, ~7/22 moves?)
3. Tripod L4E (10/32)
4. PL6E (like @Neuro said, this could be done algorithmic-ly or intuitely, either way it's around 7-9 moves/40)
This is also about 40 moves, but with an <r, U> FR+EO stage that's much more ergonomic than M, F, and U moves. I think I'll spend most of tomorrow genning the L4E cases I was talking about and update you guys on how this method turns out. It looks like it has a lot of potential
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