Alright, I've had a bit more time to test out the "new" system - it's not really that much different, which was expected but good to confirm.
However, there's one long-standing issue that we were able to handle with the old system that, for now, the new one has no answer to: clock loops. What I mean by a clock loop is any design intended to produce output pulses at a constant rate by feeding a Delay back into itself. Since we don't need Dual Links any more, such loops are a lot more compact than before, but we can't stop them. The only way to stop such a clock in the old system was with a Kill-Switch. Using an AND gate would just make the clock emit low pulses (value of 0) rather than high pulses. With the new system, the only way to stop this is to break the loop!
"Why is this a problem?", you might wonder, because weapons (the most likely use of a clock loop) only fire on a high signal. The issue is that the clock is still technically active, sending packets around and around until the logic is destroyed or the game is exited. It's still taking up time in the game's processing.
I acknowledge that the Kill-Switch doesn't really fit into the new logic design as we have it currently, because the two inputs behave differently and there's no way to show which input we're linking to on the one-stud bricks we have now. The Router gate has the same issue, and seems to have gained popularity as well despite being possible to (mostly) replace or imitate with the new system. I edited a screenshot into
concept art for a revived Kill-Switch (top has in/out for signal, bottom is the control input), but I won't be hurt if you think it looks terrible and do something completely different
The alternative solution would be to adjust the behavior of the existing Logic Commands so that they output nothing if a change in their input would result in the same output state. I'm not sure how difficult this would be - I was able to take advantage of "input state memory" in the old system, but I don't know if the new system can do it too - but it would be helpful to newbies expecting nothing to happen when an AND gate has one low input and one toggling input.
Either way, I've written a wall of text so I should probably stop there. Hopefully I've made my case
