Yeah, to get to ending B you have to finish A. eg A -> B -> C. Once we have solid routes set on any% A we can start focusing on the full game routes (it would basically serve as the "100%" category of this game I feel, because I don't think anyone would bother doing a run of true 100% (unit data, files, etc) though you never know).
As for runs / routes you can take a look at preliminary stuff hosted here http://aeternumfc.com/yorha-master/routes.html There are new ideas to that route already (such as animal riding, sewers skip being non-viable etc) but i believe the core is there.
and finished runs:
2:18:50 (easy) RTA by dworim 28/2/17 | 2:14:25 (normal) RTA by あぶさん 2/3/17 | 2:50:04 (hard) RTA by xaerock 6/3/17 |
The most popular difficulties will most likely be easy/hard/vhard, im not sure if normal has any advantages in duration over easy, hard may or may not save time due to faster boss patterns, and vhard will be the souls esque skill category where you get a "clean run", though not fastest for obvious reasons. Those ahould exist as base formats. If someone changes their difficulty ingame post start the run would be considered invalid.
As for categories, for those interested in mapping out the whole game, i see it feasible to have a c-ending category. Runs of those will probably be around 4h region.
We could also potentially have all weapons (though one requires grind) or getting specific items. Though for now i think any% and any% c ending with all difficulties are sufficient enough for setup.
EDIT: technically runs going for c-ending also would count for A-ending, but i'm pretty sure the routing would be different (activating access points, getting different items) that it would end up being slower than just focusing on that any% category