Throwing out a different direction altogether here:
I think the goals as people have outlined are
1. Identifiability of legal moves
2. Keeping the Identifiability to a limited set
3. Keeping a one move = pure rotation or a single turn on a 4D puzzle
I'm going to suggest something different altogether, since we're on the subject. Why should we really keep 3?
Spoiler: I really enjoy the ROIL moveset.
- Using it creates a clear set of moves that are unambiguous
- There is no need for gyros, custom or not. The discussion here would really not end up happening, because we'd already be complete.
- It's relatively close to pure moves. There aren't ridiculous things that are happening, just a few extra moves for each. It's not the equivalent of adding a sune or something to some pieces, or doing major orientation changes
- It increases the dimensionality of most stages of the solve. This is the biggest one for me. Instead of solving or orienting one 3d perspective, and then changing it with a gyro, then solving another... It all can happen at once
On the last point, there is a reason most of the methods for solving the puzzle as-is have taken similar paths. Being relatively constrained by gyros means that we have a limited number of choices for each stage in between a gyro.
I think with changing to ROIL, we'll end up having more interesting methods, and it won't stray too significantly from the 4d mapping
I can also say that from the BLD perspective, it makes things more clear. Tracking pieces through gyros is doable, but just... A lot, and a bit unnecessary. Half of the work I did with BLD was to make it easier to work in and out of a gyro (the success video I posted had 1 gyro [1/16 solves can be done this way], and most BLD solves in my method have 2 [nearly but not quite the remaining 15/16])
- Asa (she/her)