I've experimented with some of the power settings to address a few issues I've had. My table is level side-to-side, but I'm intentionally leaving out my pitch degree because I'd like to find a good baseline that works regardless of pitch if possible. My goal is minimum viable power settings with consistent success:
Trough eject to 175 - Help avoid lane chipping. No reason to blast the ball eject into the right shooter lane plate, this seems to get the job done with no second eject attempts required.
Both lower flipper strengths to 248 - Trying to avoid or reduce flipper fade after long play times. I used the three ramps as a litmus test and this setting seems to work well for me. At 245 the right flipper struggled to make the left (Black Widow) ramp, and the left flipper had almost no slack on the cleanliness of any ramp shots. 248 seems to be past the point of struggle for both flippers.
Auto-launch power to 250 - Auto-launched balls always fell short of the back ramp and dumped into the pop area. It's counter-intuitive, although lowering the power I get very consistent launches that go all the way around to the right flipper now. I believe at 255 the ball loses too much momentum hitting the rail below the gauntlet (And occasionally airballing off the launch ramp into the gauntlet) to make it up the back ramp.
Reduce subway traversal delay to 600 ms - This is purely patience driven to speed up and smooth out the subway's pacing. I may have an upgraded subway mechanism, so this setting may not work for everyone. I tried 500 ms, although I had one instance where two balls ended up in the second lock position. This was before installing .92, so I may experiment with faster speeds again.