Also… a lot of our work with golfers at the higher levels in particular deals with understanding the situational statistics. If you're two outside the cut line, firing at flags can become a smarter thing to do because there's no real harm to be had in going to three outside the cut line… unless you have two par fives or something to finish. It deals with understanding what is a "hot streak" of sorts with just a little luck (i.e. there are days you're hitting it better, and there are days you pull one shot to a left flag, you push one to a right flag, and you
appear to be hot, but if you truly look at what your actual targets are you might realize you're a bit looser that day, you just timed the correct miss at the right time).
The game is more complex than some systems make it out to be, too, because again sometimes a tee shot doesn't suit a player's eye. Or a hole location. Or a wind. Or whatever.
We teach our players how to understand when to take on a bit more risk than you'll get from a fairly rigid system. Sometimes you need to increase the chances of making birdie at the risk of making a bogey, because par doesn't help you as much in that situation. There are times when you can play one way and make par 80% of the time and average 4.01 on a hole, or you can average 4.2 on a hole but make birdie 30% of the time.
Though I play almost all of my golf by the system I've co-developed… few other regular golfers really do. Even those who understand our system will deviate from it more often than they "should"
IF their goal is to shoot the lowest average score. Because that's not always their goal. Or it may be their goal for the first 14 holes, but they have to know how to deviate if they're down one or two in a Nassau with four to play.
I played at Tobacco Road recently, and wasn't playing particularly well, but shot 69. The guy I was playing with said "I can see how this is a boring course for a good player." And it is a bit to me, because I can avoid the temptations. But that's why so many people love it: because it's
not a boring course, because they eschew what the system(s) say(s) and they take on risk. To them, pulling the shot off (even if they fail six other times, they'll remember the one they pulled off) is
fun for a lot of players.
So, if you wanted to really kinda change architecture based on these types of systems… you're never really going to be able to do it, but if you were… your best chances are at the edges: make a driving zone appear to be wider or narrower than it is (whether by slopes or just optical tricks, though the latter can be seen in an overhead or a GPS map or something). Put holes in places that reward the slightly more aggressive shot and push the slightly safer shot even farther away.
TEMPT people to say "bah, screw the system, I want to take this shot on because it looks
fun!" You won't get everyone, but you'll get a lot of people that way.
After all, is DECADE making everyone scratch players or just better than when they started using it and learning some basic playing smarts?
The systems just tell you what club to hit and where to try to hit it. They don't make a 5 a scratch. It's often a shot or even a partial shot a round at the lower end of the handicap scale. It also tends to help eliminate the really bad rounds, so scoring (anti-handicap type rounds) come down closer to the counting (handicap) rounds.