>>36475482>speedrunOptions are what make speedruns interesting. Optimising such a speedrun would take into account the scaling difficulty of each boss, along with time saved in text. Say you fight the E4 in one order, so your final opponent is the chatterbox, but its arguably the easiest fight of the 4. Sure, you lose some time on the cutscene, but the fight might not require any X-items because everyone on the team is frail or something, saving you 30 seconds worth of turns. If you do the chatterbox first, they speak less, but you're making all of the other bosses slightly stronger.
I mean, think of your choice of player character. In RSE speedruns, you choose may, because brendan has different lines to her, which are shorter. People who don't know this assume you pick brendan, because you don't spend a frame changing option, and "may" is shorter than brendan, saving frames on text.
Small optimisations are what make speedrunning RPGs more interesting than just mechanical mastery. The RNG is just the bite in the ass that makes pokemon speedrunning a nightmare.