I will be quite busy in the foreseeable future, and I wanted to reply properly, so it took me a while.
Thanks for your reply. I aim to read some of Bill's work and your work.
I'm not sure what you classify as "informal endgame theory".
Personally, my ideas are mostly based around miai counting (which I learnt from Sensei's library) because I think the mean value theorem makes non-trivial progress. But miai counting does seem to have some flaws around distinguishing gote/sente and hence infinitesimals. As far as I can tell, your first post is pretty much a list of the concepts that miai counting is based on (in the sense that "play gote in order of decreasing move values" isn't as good advice if you use deiri counting)
For sure move values come first. Tedomari is subtle enough that it is as easy to lose as gain if you don't read far enough ahead, and even if you succeed in tedomari, you gain at most the largest move value (in the rest of the game) compared to the greedy algorithm of always taking the move of largest miai value.
As for mutual reduction, I guess one would need to define or work out what counts as a defender's endgame tree vs attacker's.
All else being equal, my point was that mutual reduction only works if you have some sort of advantage that breaks the symmetry, generally being "thicker" on the board, or having more follow ups from going further into your opponent's area (the opposite of how you phrased my point). I now see that what I said about more follow ups may be misleading, at the least it is non-linear. It seems not so easy to describe what the conditions are for mutual reduction to work except in the simplest cases.
You could view this in terms of miai values: if your follow ups are larger/sente this increases the miai values of moves you play attacking your opponent's territory rather than defending your own.
You could also view this in terms of the structure of the game tree (my point still can hold if miai values are the same). For example you could say that in the defender's tree, there are more places for them to retreat to and often just one move of theirs will settle the position, whereas for the attacker to enter further, they need several moves in a row. This becomes related to the UPs and DOWNs of CGT. In my sgf there was the most simple scenario of two corridors that end in TINY/MINY and that you have the opportunity to play a mutual reduction if the corridor lengths are equal and you have a larger sente at the end.
If the corridor lengths are not equal or there are multiple, I'm not sure what happens. But in the simple case of two corridors ending in TINY/MINY, it seems your phrasing works (sort of). If the corridor in your opponent's territory is shorter, you have an advantage because you can reach the sente faster before coming back to defend your own. (it is a bit like moves closer to the root of the game tree count with a higher weight than those further down)
I wrote up some somewhat related ideas, nothing to do with mutual reduction, but just some calculations of elementary endgame scenarios over the last few days here:
https://dhu163go.files.wordpress.com/20 ... ciples.pdf
I see there has been a lot of discussion on the endgame on L19 over the last few years and I hope to read some of it.