-I'm also contemplating removing the "Boshy strat" (idk if it was actually him coming up with it but i saw him doing it first) on 14 by lowering the glass wall to prevent the triple on the edge - That might piss off anyone trying to bust Boshy's run but that cheat was never intended and it kills the (in my opinion quite cool) quint strat that was actually intended for this jump.
my view on mapping, strats and level design in general:
while you can provide the spaces, structures and parameters for a player to use/abide by, you definitely cant decide
how a player uses or even interprets these different elements. players are absolutely ruthless in their routing/strating/disassembly of your map, and a part of mapping is accepting this. this player mindset is integral to speedrunning, and is what allows for 30s+ timesaves on maps that were once thought of as 'done'. of course, there are situations where the "strat" completely breaks the map or is extremely inconsistent, and there are written/instrinsic rules to govern this kind of stuff on servers and in competitions, so players know what to expect. no one feels sad when the backward tele strat gets fixed.
to this situation in particular:
this is all subjective, and there is no right or wrong thing for you to do to your own creation. however, time is very much the deciding factor. i think the fact that it lasted the entirety of bg6, and now has a wr video depicting it, probably means that it shouldnt be fixed. fixes that would invalidate a long standing/well established wr run should be left for a higher level iteration of the map, like zero -> zero_v2, so that the two can peacefully exist.
as for the strat itself:
i actually prefer this strat to the intended one, though i haven't played the new version of this map. in testing it a year ago, the triple felt much more consistent.
with all that said, in retrospect, i should have been a bit more clear...
:-(