I think you might like SpaceChem, by Zachtronics. It fits into your Technical + Efficiency categories. It’s superficially chemistry-themed, but effectively a programming game with physical constraints (i.e. the need to fit everything into a finite 2D grid and avoid unwanted collisions) contributing to the challenge. It’s generally considered difficult, to the point that Zachtronics regretted making it so hard to beat. It can’t be that hard, because I beat it, but it was a very satisfying challenge.
It violates No Time Elements, but only in the final puzzle (IIRC), and in practice the real-time element is more a constraint on the minimum efficiency of your solution than a reflex/coordination test. It violates Factored into Puzzles in that some puzzles are physically connected to each other, so that outputs from one become inputs to another. I think it meets your other criteria very well. I suppose Clear End was debatable, because (again IIRC) there were extra optional puzzles meted out gradually after release, but I presume they have come to a definite end by now, and anyway they were always clearly distinct from the main story missions.
I think you might like SpaceChem, by Zachtronics. It fits into your Technical + Efficiency categories. It’s superficially chemistry-themed, but effectively a programming game with physical constraints (i.e. the need to fit everything into a finite 2D grid and avoid unwanted collisions) contributing to the challenge. It’s generally considered difficult, to the point that Zachtronics regretted making it so hard to beat. It can’t be that hard, because I beat it, but it was a very satisfying challenge.
It violates No Time Elements, but only in the final puzzle (IIRC), and in practice the real-time element is more a constraint on the minimum efficiency of your solution than a reflex/coordination test. It violates Factored into Puzzles in that some puzzles are physically connected to each other, so that outputs from one become inputs to another. I think it meets your other criteria very well. I suppose Clear End was debatable, because (again IIRC) there were extra optional puzzles meted out gradually after release, but I presume they have come to a definite end by now, and anyway they were always clearly distinct from the main story missions.