I’m in the 46 camp for calim kate. I think we can all agree that a 1% consistency difference on the opening is important, it’s just a question of how important relative to mid-game flexibility, which in my mind means (a) having all the 1-ofs in the toolbox and (b) having a high enough density of cards that you need to see 1x or 2x of by the midgame.
The key thing about calim kate that makes this ok is that it’s an overdraw-happy deck, which means you will get to see every single card in the deck if you so choose (against non-NEH corps). In the best case, it doesn’t slow you down at all; at worst, it slows you down 1 click as you draw past the card you would have cut. I’m ok trading that fraction of a click to not be missing a piece of the toolbox or compromise on econ/multiaccess density.
To illustrate, let me actually justify every single slot in a (pre-clot meta) 46 card calimsha deck. Some of the below reasons may not be 100% convincing, but in each case, I find them more valuable than that fraction-of-a-click slowdown.
3 lucky 3 gamble 3 laundry 3 prepaid – Obviously can’t cut any econ.
3 diesel 2 QT – This being a deck that clicks to draw whenever it has a spare click, draw accel makes it faster, not slower. I might even run a 3rd QT if I freed up a slot somewhere else.
1 levy 2 same old – One of each is obvious. The 2nd SOT is part of the “toolbox”, and it wins many unwinnable games where you’d otherwise be stuck with no econ, or just need 1 more multiaccess event when you know it’s the last turn of the game. It forces the corp to play more conservatively whenever you have indexing in the heap. (For another example, SOT stimhack let me win SHL2.)
2 astrolabe 2 legwork – Most important cards you need to see early vs NEH
3 maker’s 1 indexing – The 1 indexing is part of the toolbox as discussed above. The full 3 makers is important because vs NEH, you’ll need to connect with 2 of them to get enough points to win (and won’t find all 3 in time), and vs glacier, it’s ok to waste 1 just to force an ice rez to pressure their econ.
1 shard 1 stimhack – Toolbox.
2 scavenge 3 clone chip – Sure there are games where I’ll discard a useless first scavenge early, but there are others where I need to SOT it. Especially against blue sun you need a high density of these so you can refill ladies and cope with bouncing code gates at the same time.
2 lady 2 cycy – Plenty of times, you actually need 2x of either installed simultaneously.
1 mimic 1 sharpshooter 1 parasite – Obvious, important rig pieces
1 atman – So you don’t get randomly hated out by changeling or susanoo. I understand those are popular hosers in europe.
1 deus X – These days, thanks to IHW, you can cut this. But before the O&C meta was mature (i.e., before people gave up on PE), or going into an unknown meta, it’s better to have a complete toolbox than to be greedy. Also, before RP moved away from 5x-6x komainu+tsurugi, it was important to enable more aggressive face-checking.
2 smc – It’s already kind of greedy not playing the 3rd one of these.