Although I strongly suspect I am wasting my time, you don't find out anything if you don't try...
Robert Jasiek has complained in a separate thread that no-one is challenging his theories, and intimates that he would relish a chance to defend them. This post may disappoint him a little in that I don't dispute his theories. I admit I do sometimes have a problem with the mode of presentation of them, but the research and attempted application are worthy tasks which I support. But I can neither refute nor support the theories themselves - beyond vague impressions based on experience or reports in related fields - because I have not studied his theories enough to be able to apply them. Specifically, I bought Volumes 1 and 2 of his series but I found them too chewy to go on to Volume 3.
However, while pondering whether to buy Volume 3, I did read its sample pages and serendipitously I came across a set of 214 games based on a specific fuseki that was mentioned there and that may be an ideal study package for perhaps any level of player. In other words, this post is really to offer a study project in which Robert's theories play only a part. It is not meant to be about the features of his books. But I do hope his ideas can be referred to as part of the study, and that he will indeed welcome the chance to air and discuss them in a concrete setting.
Why is Package 214 ideal?
* Of this set of 214 games in the GoGoD database, Goldilocks would have said "not too many but not too few".
* The games span the last quarter of the 20th century to the present, and so can be classed as modern.
* The games are nearly all pro but have (unusually) enough amateurs involved to allow a pro-am comparison.
* It covers both fuseki and joseki.
* The joseki is the ever popular Magic Sword (this will probably explain the unusual incidence of amateur games).
* The basic fuseki occurs up to move 7 (i.e. not too complicated) but there are enough games with colours reversed or with extra moves played first to allow interesting comparisons with the basic fuseki.
* Quite a few of the games have easily available English commentaries (these are listed in Kombilo by Ulrich Goetz).
* There are also quite a lot of commentaries in Japanese and Korean in yearbooks (i.e. short and so manageable even if you have to use a dictionary).
* The basic fuseki and related josekis are given in Robert Jasiek's Joseki Dictionary, so you can use that to help you study and/or evaluate his system.
There is nothing special about the fuseki itself. I just happened to recognise it because of the Magic Sword connection (I have put a history of this joseki on the GoGoD CD). That led me to look up the position via Kombilo. I was looking for something to do with the 3-3 point, which we can forget about here, but by a fluke the results seemed useful and interesting in other ways. Given the above list of attributes I thought it could make a valuable study project on L19 while possibly allowing some discussion of the new theories. Sticking to the same corpus of games and so staying within tramlines, people could share up-to-date insights, and some could even test them via Malkovich games. If enough people were to get involved, I'd consider adding some of the comments from the oriental sources.
Let me repeat that this is not directly about Robert's book. It was just the tiny source. The stream here is of my own making. If it turns into a river through discussion here, then I may not have wasted my time

The source position after Black 7 in the game below was the last one given by Robert in his sample. I have restored the orientation from his version to the original, added the extra moves, and also added the comments from the yearbook.
About this Robert said of White 8, with the necessary adjustments in [ ]:
Quote:
Dia. 1.3: Black: Komatsu Hideki 9p - White: Otake Hideo 9p.
Date: 2006-05-11. Komi: 6.5. Result: Black won by 5.5 points.
White leaned on the right [= bottom] side to attack the pincered black stone. This choice was a mistake because he did not have any support in the upper left [= upper right] corner. Instead of attacking Black, White attacked himself by allowing Black to create a large scale cut. White 1 at A would have been better. Black 26 [= 33] played elsewhere because B [=R10] and C [= K9] are miai for defense.
Reading that in, say,
Go World, I would have accepted all that (with the minor exception that "cut" would normally be "separation" for a native, but this is a known preference of Robert's).
When I trawled for the position in Kombilo after Black 7 I got just three hits. That was a small enough number to overcome my usual sloth, and so I decided to turn round (ouch!) and extract the relevant yearbooks from a bookshelf to look up the commentaries. There were commentaries on two of the games, including the one cited by Robert.
In the latter case (Komatsu vs Otake), there was no mention of a mistake or a novelty or an anomaly in the fuseki. The first move to elicit comment was White 80. In the other case (O Rissei vs Yamashita) O likewise did not play the move recommended by Robert and likewise was not censured in the commentary - the first comment was on White 14. It would be too easy to say that two of the very best pros in the world, plus a Taiwanese 6-dan in the other game, plus commentators, had disagreed with Robert and that no pro had, by selecting his move, agreed with him.
The search was on the full board position. If, however, you search on the top half of the board only, you get the list of 214 games I am talking about. In that case you get nine moves (including tenuki) tried by White. In the vast majority of cases the results are after seven moves (as in Otake-Komatsu), but there are enough after eight moves (i.e. the fuseki colours are essentially swapped) or after nine moves to make these differences worthy of comparison.
But ignoring the whole-board position and so limiting ourselves locally to the various White moves tried after move 7 (eight, I think) we have to observe that the most popular by far is A, i.e. firmly in line with Robert's recommendation (BTW the overall win rate is 50% so presumably that's not a major factor). This move is played in about 47% of cases. The second most popular is B, occurring in about 12% of games. The three moves C, D and E each occur about 7% each, and of course these include Otake's move, D (F also had a handful of adherents - the rest were sporadic).
If we look at the games where D was played with different arrangements of two white stones of the bottom (all were with a stone in each corner), those who apparently didn't think D was a mistake included Yi Se-tol and Ishida Yoshio.
There are many possible interpretations of this state of affairs. Amongst others:
1. There are problems with sample size or statistical oddities
2. Robert was right and D was a mistake - even pros nod
3. Fashion is a major factor and A was the new black (? most likely line to lead to a fight)
4. A is best most of the time but with the particular lower configuration of the Otake-Komatsu game, it's not.
5. It doesn't matter two hoots - all the moves are equally good (or bad)
Etc, etc - but that's what a discussion would explore.
Just to kickstart a discussion, I offer a couple of points. One is that while I accepted Robert's comment above, when I later looked at the full game I was confused. White did not seem to come under attack in this area, and in fact seemed to control the centre. Further the commentary suggests White did OK in this area but overall his strategy led to a confusing game and he went astray not in the opening but in the middle game. The other is that (as often surmised here) fashion is indeed an important factor. T Mark and I have just been asked to check a paper for publication in a scientific review which uses the GoGoD database to demonstrate that fashions do exist in go openings. (Actually "fashion" is my word and is not mentioned in the paper. There it is "strategic social learning" - part of evolutionary theory. I can't pretend to have understood the maths, but the pictures were pretty and so I was convinced. This all stemmed from our catchphrase "White 8 is bad" BTW. We'll leave it to the author to announce when it's published.).
There is a third point and one that interests me most, but it is probably too intractable for here. My recent readings in the chess world suggest that the better the player the more likely they are to be fuzzy in their evaluations, i.e. they shy away from condemning moves as unequivocally good or bad. Because of their great experience they can include more variables, which makes them more cautious but also more flexible. On that basis, Otake et al. may have seen something unusual in the position (the mokuhazushi being the prime candidate) that led them to prefer D. But even if you accept that, players who are not at their elite level still have to make choices. Are they better off just cutting down on the variables? And, if so, to what degree? That seems a sensible strategy but, as I've mentioned elsewhere, it seems not to find favour with the hottest thinkers in the chess world. The favoured strategy there is to just keep taking the pills: cram in more and more study of concrete positions. Cutting down on variables is akin to not taking your medicine. It's too apt to lead to generalisations. The beauty of Package 214 is that we can talk concrete specifics. But the beauty of L19 is that we can discuss any aspect we like.