Alright, I'm legitimately sorry for the epic bump, but I don't think any mods will mind.
So, I've approached a couple of people via PM about this subject, but I was thinking "why not just post in the home thread" because there are probably going to be some people who I didn't talk to personally who have a take on the subject.
anyway, so because I've been gathering some thoughts for a ZZ tips tricks etc. thread, the idea of color neutrality again came to mind. Anyone who uses ZZ regularly and thinks about it for a moment will probably agree with me that there are two types of color neutrality that will be viable.
For the sake of discussion, let's imagine that a theoretical ZZ user has a fixed orientation of white on bottom and blue on front. He wants to introduce some color neutrality into his solves, because of course EOline can be a pain when you get especially bad cases.
The way I see it, he has two options. The first one, which I see as being less useful but easier to pull off, is not discriminating between making white and yellow lines. In other words, having z2 neutrality. This is just the ZZ equivalent of opposite color neutrality for Fridrich- he can make a yellow EOline or a white EOline, but would always keep a blue front. The benefits are obvious, and very similar to Fridrich- you can choose between two options, so most of the time you're bound to have a slightly lower movecount / more fingertrick-friendly EOline. Plus, EO detection will be exactly the same, so it really would only be a matter of getting used to looking ahead with yellow pieces instead of white.
His second option, which I perceive as being much more powerful but also much more difficult to incorporate into his solves, would be having total neutrality along the y-axis. Before I go further into this, though, let me explain something about this. We have this theoretical person who uses blue on front, white on bottom, right? There's really nothing stopping him from immediately switching to green on front and white on bottom. The line will be the same, the EO detection will be the same, and the solves will essentially be the same. Having blue on front is basically the same as having green in front, and having red in front is basically the same as having orange in front. This means that when I talk about "neutrality along the y-axis", what I'm really saying is being able to switch between blue and red, because blue is equivalent to green and red is equivalent to orange, so there's no point in learning all four. Only two are necessary.
anyway, as I was saying, being able to switch between a red-in-front orientation and blue-in-front orientation would be hugely helpful. During inspection, you could rotate the the cube to avoid bad EO cases, which would be awesomesauce. Because seriously, EOline is, at least for me, the least consistent and overall slowest step in ZZ. Switching between blue and red would make it so much easier to have fast, low-movecount EOlines. The problem is, it's really hard. I've never made a concerted effort to learn either, but I would imagine that even introducing this tiny bit of freedom into a ZZ solve's orientation would be much harder than a Fridrich user becoming completely color-neutral. Still, it seems viable.
All other types of color neutrality seem, to me, not viable in terms of work : reward ratios. These two types seem the most efficient, time investment wise. You could potentially use both of them, so that you could choose both which EO orientation you work from and which line you make. Again, I have no experience with it in real life, but I imagine that this would drive up the difficulty exponentially.
So, sorry for the wall of text, but here's my question, or series of questions. First, does anyone see any flaws in my reasoning? Anyone disagree?
Has anyone ever experimented with ZZ color neutrality? Does anyone have any other alternative types of color neutrality that I might have overlooked?
And, obviously, I would love to know what people's general opinions are on ZZ color neutrality.
Sorry again for the epic bump!