RE: down line & up line snaps
By "too much emphasis", I was actually trying to say that we over-use the snap roll in sequence designs as a way to get K-factors inflated. That is the only reason I can come up with for why we have such "snap-happy" sequences. The sequences often end up "ugly" and don't flow well.
Also, Quist is correct. I am guilty of this too. Spending too much time trying to get the right look on the snap roll and missing the finer points, but that is just the name of the game. In looking over the '06 unlimited sequence proposals, I think there is an average of 10 or 11 snap combinations in the sequences. Seems high. But, you better get them right or else. It won't matter if the miffed snap was centered and the geometry was perfect. But it also shines a spotlight on the need to nail down the criteria on good vs bad snaps.