I've been a bit slow following up on this, as I wanted to get to a working solution (for now) before replying.
First, to clarify a few points from my OP that seem to have got lost in the general discussion:
1. There are no vamps. The music plays with a series of long, sustained chords before progressing to the next part of the music. Depending on the pace of the actors the track will either play as-is, or a cue is triggered to jump ahead.
2. There are no G.P.s, or silence. Left to play through, there is continuous music throughout, which is why the slight glitches from butting up one cue against another (with the same out/in point) didn't work. In other cases where there is a pause, it is simple to split the track into separate cues and run them as needed.
3. These skip cues are optional, as so may not be needed, depending on the pace of the actors.
This is how I have made it work (a little Heath-Robinson, but it gets there):
If I just run the first cue then it will play all the way through, and advance the playhead when the timeline reaches the next slice.
If I manually run one of the point cues, that starts a new audio cue, set to start at a slice point and play through to the end. The optional group cues have a trigger to fade & stop peers with a 0.2s fade. This smooths out the audio and stops all remaining neetwork cues in the previous group.
While this works, it is obviously a bit fiddly and does not scale well at all.
Chris, I’m guessing from your earlier comment that this isn’t something that has been considered as a feature (rather than considered and dismissed). It’s clearly not a common requirement (we’ve made it to v5 without it), but I’ve found myself needing to do this on several numbers in this musical, so I feel a “jump to slice” cue is worthy of future consideration.
Stephen