I haven't gotten much into breeding mutations yet, I've still been struggling to maintain a decent stock of 7s. Even with multiple pairs of cats that only have one stat from 5-6 between them I just cannot get ahold of enough to start breeding 7s reliably before all the cats in my fight pit just get themselves killed.
ymmv but i'd do fight clubbing like last of the power methods
all 7s, mutation capping, and getting a good starter/universal passive on all cats is much more easy and sustainable than gambling fights, like for example if you got them all Host from hunter, so you start with 8 spider familiars/infest, can remove early parasites from events, if you get the crown of pestilence then with the host egg the spider kills count as procs so you have a map of spiders within a few turns (unless that was patched). or the fucking jester bullshit passives like goofball which when on everyone gives all cats an extra turn every round (however very risky because the final boss duplicates supposedly have a 50/50 on initiative, so if they win they get 8 turns first) or super luck which gives 21 luck, and luck effects calculations like dodging, crit, status resist/apply etc. to get those in rotation though think you have to beat boneyard and caves with them.
getting all 7s should be first because it's easiest to start/do, and when you start stacking mutations/defects, 7 stats are most good for being a buffer to prevent stats going too low or being able to take hits to them from mutation effects. otherwise you get cats that can be powerful but too gimped somewhere. as soon as you regularly see 7s on strays, as in 1 7 anywhere on their base stats, you can work on it, just put that one in the breeding pool until it sticks to kittens' base stats, then remove the stray. get a stray with a 7 somewhere else, same thing, so you go from kittens with 1 stat as 7, then 2, etc, can go as slow or fast as you need but don't risk any 7s, or the "next tier" of kittens with multiple 7s until you get a full bloodline and just full incest. not worth avoiding incest except potentially endgame min maxing with specific methods, really not a big deal, and several defects work like mutations and have some form of benefit.
for the most part mutations should really come to you with inbreeding and just participating in events/going through crater with shimmer a couple times. biggest thing and time investment is knowing/getting which ones are really good and being very brutal with keeping those with and killing those without that/those.
then when you get a high enough stimulation you reliably get kittens with passives, you can find ones you really like and that goes a long way for run safety. just remember the first slot has more priority in inheriting, i believe,
on the other-other hand, I'd rather fight the coven over the man in the moon
definitely, coven is very easy to beat tf out of especially with at least the turn/bite candles destroyed, and mitm is built to be a annoying marathon with mechanics in comparison, however great your team is. the moon items are very interesting though, like the asteroid belt with 2 brace and damage null chance, and the american flag with all stats up. biggest thing to me is i wish the rewards were set up different, painful that the hard paths in crater, moon, and core far as im aware have no furniture, only bunker does, and it can be either common or rare. crater and moon only have ability meteors which can be ok, good but situational or bullshit.
I just don't like Crater Maker's music
you're about to start a damn flame war with way too many people for that