The question that comes to mind is that if you need to
add an extra step or method to make it as good as hi-lo, then why not just use hi-lo?

I mean hi-lo is pretty basic and easy to learn and use? While, I use hi-lo, after experimenting with a higher level count, I am not advocating the use of it nor any specific count. Just wondering why you would add a step to get another count basically to the equivalent of hi-lo?
I joke about this ongoing debate about stength of count, level 1 vs higher, but the truth is, it really is minimal. The level of count is far down on the list of what is necessary to be successful.
At the top of the list is to locate good games. Beatable and playable and those terms are not the same. Conditions like rules, pentration, and a few other factors determine if the game is beatable. You can figure this out with simulations. But whether you can actually get the wagers down is what determines if it is playable. There are things you can do and work on to improve those chances.
If you have games available that are beatable and playable, most reasonable counts are going to produce similar results. The small difference in improvement in results is minimal. Simulations will show the difference to be in the 5-10% range. Actual results will most likely be lower. Time and effort is better spent improving other aspects of your game. Getting the bets down, getting out of some negative counts. Being more acurate with your count and deck estimation. Your 'act' including minimal cost camo.
Except for the highest level of players, playing only the best games, what count one uses is just way overrated. Pick a count that suits you. Learn to play it well and move on to other important factors that can really make a difference.

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