For learning, collapse top/bottom mirrors and left/right mirrors. (In step 0).
The goal here is to teach you intuition, not the fastest thing
As you get more proficient, you'll start learning what you prefer, at which point you can start looking at indiv cases and seeing what you prefer
NK says: in many cases, I do very different things for top/bot mirrors
Steps:
0) trivial cases, CO, EO: rationale is that I think most people will come from regular VB, so this is the actual "starting point" which I'm hoping also makes it seem more feasible, since this is 11/74 cases already done
1) 2-slicers: agree with you that this is the natural progression, esp since it's only 2 additional cases
2) pure CO: copp/copp from 1) feels like a nice "onramp" to add 4 new cases super easily, even though they're all 4-5 moves; curious what you think about this
3) 3-slicers: this could come before pCO as well (since the two are basically fully separate). 12 new cases, will probably divide them into what case they go into, and only teach 1 way to do it (eg, good zero/zero can go into copp/copp, eopp/eopp, or pinwheel/pinwheel, but I think eopp/eopp is the most natural way to teach it)
4) pseudomirrors: idk if doing this now is the right point, but I think that 3-slicers are "clearly good", and everything else is either "typical" or "not good", so going into the 4-slicers might be overwhelming. by pushing off pseudomirrors, I think it also makes it difficult to integrate into solves, because there's gonna be doubt of whether you know a case or not. the downside is that it's kinda "alg-heavy", since they wouldn't know the cases they stem from as well a lot of the time; but this would get 12 more cases, including the 6-slicers, leaving only 4-5 slice cases
5) and on. haven't decided, but probably "filling in" cases by CO type
CO covers 4 cases (tent/tent, kite/kite, kite/pinwheel, pinwheel/pinwheel)
EO covers 6 cases (1e1e, eopp/eopp, eopp/eadj, eadj/eadj, 3e/3e, 4e/4e)
1 0-slicer, 1 1-slicer (kite/kite)
already 11/74!
2-slicers: 5 total, 2 new (you already know 3 of them: tent/tent, M2, pinwheel/pinwheel)
m2
dish/dish
13/74
3-slicers: 13 total, 12 new (kite/pinwheel)
zero/zero
symmetric, co -> M2
matching moth/moth
symmetric, m2
plane/moth
dish/dish
half/zero
tent/tent, part of eadj/eadj
can also dish/dish
shell/scottie
tent/tent, blockbuilding
bird/scottie
dish/dish
tent/whale
dish/dish
snoopy/spill
dish/dish
gem/snoopy
tent/tent, blockbuilding
baron/baron
dish/dish
whale/whale
tent/tent, blockbuilding
can also dish/dish
matching plane/plane
co -> m2
now at 25/74, over 1/3 done
pCO, pseudomirrors
pCO: 5 cases, 4 new (1c1c, cadj/cadj, copp/cadj, 3c/3c)
pseudomirrors: 15 cases
half/half
kite/pinwheel
pinwheel/pinwheel
dish/dish
zero/zero (6-slicer)
half/zero (6-slicer)
bird/scottie
tent/whale
snoopy/spill
gem/snoopy
baron/baron
whale/whale
plane/plane*
moth/moth*
plane/moth*
now at 44/74, and all remaining cases are either 4 or 5 slices
diag/bar cases: they appear much more frequently, since u/d mirrors are different; plus, the base CO case is the worst at 3 slices, so this has the maximum opportunity for benefit
1c cases: also has u/d mirrors separated, but "base case" is better than diag/bar
bar/bar: many remaining cases can just be done with CO->EO, but worth finishing out this set :)
diag/diag: least common, and mostly are 5s anyway (that is to say, CO->EO is often only 2 slices worse)
in the same sense that we can say there are 4 "levels" of difficulty to cubeshape (beginner methods that either group all edges or group 6 corners; intermediate methods like kite/scallop; advanced full cs; and "expert" CSP), I think the four levels of OBL are:
beginner: regular CO -> EO
intermediate: all short OBLs + pseudomirrors, mostly blockbuilding on remaining cases
advanced: full 74-case memorized
expert: all mirrors (l/r, u/d, color-swapped) memorized, intentionally choosing non-slice-optimal for some cases because of better recognition/ergonomics/etc.
for a full obl tutorial, part 0 is probably "fundamentals to help with learning obl" - eg, explaining how mirrors work, basic blockbuilding principles, "block alignment" (or whatever nice term there should be for this - the idea of trying to maximally preserve blocks to distinguish between good/bad pseudo-mirrors). Part 0.5 would then be CO-EO and good kite/kite, and then the remaining cases above.
I think that creating a supplementary video series is probably helpful for people who like accompanying visuals, but that's def not v1
For learning, collapse top/bottom mirrors and left/right mirrors. (In step 0).
Steps:
0) trivial cases, CO, EO: rationale is that I think most people will come from regular VB, so this is the actual "starting point" which I'm hoping also makes it seem more feasible, since this is 11/74 cases already done 1) 2-slicers: agree with you that this is the natural progression, esp since it's only 2 additional cases 2) pure CO: copp/copp from 1) feels like a nice "onramp" to add 4 new cases super easily, even though they're all 4-5 moves; curious what you think about this 3) 3-slicers: this could come before pCO as well (since the two are basically fully separate). 12 new cases, will probably divide them into what case they go into, and only teach 1 way to do it (eg, good zero/zero can go into copp/copp, eopp/eopp, or pinwheel/pinwheel, but I think eopp/eopp is the most natural way to teach it) 4) pseudomirrors: idk if doing this now is the right point, but I think that 3-slicers are "clearly good", and everything else is either "typical" or "not good", so going into the 4-slicers might be overwhelming. by pushing off pseudomirrors, I think it also makes it difficult to integrate into solves, because there's gonna be doubt of whether you know a case or not. the downside is that it's kinda "alg-heavy", since they wouldn't know the cases they stem from as well a lot of the time; but this would get 12 more cases, including the 6-slicers, leaving only 4-5 slice cases 5) and on. haven't decided, but probably "filling in" cases by CO type