Now, I think that's kind of a fallacy really. A really lazy programmer won't bother with the efficient solution, and just plods along doing whatever works. Perhaps there is a Ballmer-peak-esque point where laziness yields maximal efficiency, however. Indulge me in a brief allegory from the engagement implementation.
In Skirmish, there are two tables of hostile-entity information retained. First is engagement, which is a constant value, and is recalculated every 2 seconds. Second is damage-threat, which is additive, but decays at a rate of 5% per second. The only important yield from all this data is knowing which entity is on top of each table, and then combining the two tables to know which entity is the overall 'winner'. Remember, the entire system is event based, so we won't be asking who is on top and reacting. Rather, we need the system to tell us when the top entity changes. Furthermore, we apply a threshold, and define this threshold to be 10%. Only when a new entity reaches 110% of the current maximal entity, will the event fire.
So there are three cases. First, a newly applied engagement value trumps the current top. This is extremely easy. We are informed when engagement changes, so we can easily fire the event if the math is correct. The damage-decay is easy to manage, since at any given time we can compute the new value correctly and easily. Equally easy, is when a newly applied engagement value is the previous top, and is now no longer top. Very easy to implement.
Second, a newly incoming damage-threat rises above. Also easy for the same reason.
The only tricky case is handling transitions due to damage-threat decay. Herein there are several cases as well. First, one damage-threat drops below another due to decay. But HA! This is easy. Each threat decays the same exponential rate, so they are guaranteed to never cross, however long time passes! Piece of cake, unless someone decides they want damage-threat to decay at different rates per class. We'll just pretend that'll never happen for now.
And now the point. What if damage-threat decays below 90.9% of the top engagement threat, so that engagement is now 10% greater than damage-threat? Since the decay is implicit (that is, it is never calculated and assigned a new value), we would have to compute the future time where the decay reaches 90.9% of max engagement, set a timer, and wait till then. While the scheduling system World is written on makes that sort of thing easy, I think you can guess my reaction. I decided that that was too much effort, got lazy, and forgot about it.
Later I grumbled a bit and decided I polish the implementation off and get it right. But I realized a curious thing. The timer will NEVER FIRE. That's right. If I implemented the delayed decay transit system, it would never be relevant.
Two simple facts combine to put a constraint on the time the decay would require. First, know we have a 10% threshold for the top damage-threat to be relevant. Then know that there is a 5% decay per second on damage-threat, and then note the 2 second recalculation of engagement.
In the 2 seconds before engagement is reassigned, there is only marginally more than 10% of decay possible. So it'll never transit, or if it did, it'd only be minutely before the engagement ping would fire anyway. Horray for laziness!
Actually, all that is wrong.
The 10% threshold is for overcoming threat. It could be that at the 2 second mark, entity A has 100 damage threat, and entity B has 109 engagement, and entity A is currently the 'top' entity, since B has not crossed the threshold. In this case the transit would need to fire in about .2 seconds, in order to be correct.
But you know what? It doesn't matter. The end effect is that in extremely rare cases, damage-threat will not be overcome by engagement immediately, and instead will need to wait a very rare worst case of 2 seconds. If that becomes a gameplay disaster, then you can call me wrong and make me write the bloody algorithm.
Guess I'm Lazy.