THIS IS THE SYMMETRIC 16 I did it :smoggers: (don't read that out loud). I could maybe save 10 more cycles but don't feel like it. Early gold routing is where I'm the most inefficient with my cycles, but I got it right by the time the table got crowded enough for it to matter more than 1 or 2 cycles. I think this is the best glyph layout. I can't imagine a glyph layout with a different silhouette working (because of the last move where one side's waste slides onto track and the other side's waste does a loop), except for maybe a horizontal mirroring of mine. The only glyph change that has potential to be better is putting the lead next to the debonder and put the projection glyph behind it. Adding more pistons around the outside could shave 5 or 10 more cycles, but I like how it looks. I made the track around the whole thing to be symmetrical, but it has a good chance to actually be optimal too. A track that doubles back on itself might work better, but it needs to go around so much of the glyph layout anyway that I don't think it's worth it. This ended up being very quick. I'm happy with 251, just over 40 cycles per product. I haven't played in two years, maybe, but I'd be surprised if more than 10 people got min Amarms primary. There's the "the extra space is track" idea, the "loop waste around on the final slide" idea, limitations to debonding and bonding methods (I think the pivot debond like I did is forced), and the shift-back-and-forth idea you can see once the board is completely full. I don't think a 16 works without all of these ideas.