Also flipped edges is a lot easier to have two sided PLL recog for than having to do twisty recog for ZB.
Even better, you can literally recognise the S/AS anti-ZBLLs without even looking at the sides. The top face is enough to uniquely identify the case.
(Not that that would be a good recognition method… or would it?)
Anti-ZBLL algs overall seem a lot worse than ZBLL.
Yeah but you have to consider how few people have worked on the algs.
My 2 cents: the dot 1LLLs really do seem inherently worse than ZBLL on average.
Dot LL algs with certain move restrictions have a strict lower limit to the number of non-⟨R,U⟩ moves:
(i) (for RUFB algs) four F/B turns in QTM (e.g. R' F' U2 F2 U R U' R' F' U2 R)
(ii) (for RrU algs) four Rw turns in QTM (e.g. R' U2 r U' r' U2 r U r' U2 R)
(iii) (for RUFLD algs) if not four F quarter turns, an F/F' pair with at least two L or D moves (e.g. L F R U2 R' U2 R U2 R' F' L')
While F, B and Rw moves flip four edges at once, two of those four will always be in locations that can't be touched by ⟨R,U⟩ moves, so using only one F/F' pair, B/B' pair, or Rw/Rw' pair can at best flip two last layer edges. S moves invalidate this argument (only the DL edge is immobile under ⟨R,U⟩ moves; example of a two-S-move dot 1LLL is S R' U' R U R U R U' R' S'), but they also can't affect corner permutation, so there's a limit to how useful they are.
Normal ZBLL has a smaller lower bound: it's well-known that every ZBLL can be solved in RUL, RUF, and RUD with at most two non-⟨R,U⟩ moves. In practice, a lot of the actual ZBLL algs we use have more than the bare minimum, but that's at least a choice we can make when it comes to normal ZBLL. Anti-ZBLL
forces you to use more non-⟨R,U⟩ moves.
Dot 1LLL also excludes all of the very short last layer cases because the shortest dot 1LLL is 11 moves (in FTM and I think STM as well). You don't get 3-cycle corner comms, 3-cycle block comms (e.g. sexysledge), or sexy setups (e.g. fruruf, Sune); you do get U2-setups, but they're limited to only solved CP and diag CP (e.g. R' U2 r U' r' U2 r U r' U2 R and r' D R2 U R' U2 R U' R2 D' r).
Edit: Forgot to mention: there are also U setups, which do cover the adj CP cases, e.g. R U' R2 B2 D' r U r' D B2 R2 U R', so that weakens my above point a bit. These algs still are not very good, though; if I'm not mistaken, the example I just gave is optimal for this type of alg (6 setup moves, i.e. 13 moves total).
(Except for the RrU alg, which I think I learnt from AlgDb, all dot last layer algs mentioned here were ones I genned by myself. Not entirely talking out of my butt!)
But wouldn't that have terrible algs, seeing as dot cases are already bad enough?
(Continuing from my above point.) But the dot
OLLs are fine, because you still get to cherrypick the best alg out of 72 dot 1LLLs. Even if 71 of them are garbage, as long as one isn't, you can use that as your OLL alg.