We already have the coding in place, and could put these new charts into place almost at will. In fact, for Sonic R this is almost a done deal, and of course S3 2P zones already have this treatment. There are, of course, a few problems:
-How do we get around the issue of charts counting twice? If breaking a level gives you the incentive that its chart now counts twice (one SC and non-SC), then there's still reason to look for new breaks. Unlike Mario Kart, which keeps its SC and non-SC rankings completely separate, in TSC all charts eventually converge in the sitewide rankings, and having more submissions (perhaps by virtue of getting more charts created in the game) results in a higher rank. The more broken a game gets, the more it counts in the sitewide? Seems like a rather unintended consequence. You could fix this by assigning one set a weight of 0, so that they're "just for fun" and don't count for anything, but then you either: make the SC charts authoritative, in which case the charts that count are "SC for the levels that have them plus non-SC for the rest" and some non-SC charts that count and some that don't will just confuse everyone; or make non-SC the only thing that counts, at which point we have a TG-like "Once your methods become too good, you can't use them anymore except in a token competition that doesn't really count" fiat and lose much of the splendor of excelling at Sonic.
-What about breaks that are the result of version differences? Eternal Engine immediately comes to mind here, and there may be stuff in the Game Gear/Master System games that also fits under this. Right now having all applicable versions of a game does benefit you in the case that there's a difference that only one version can exploit, but at least with the other version you can still submit and be some ways back depending on the level. Once you go SC, those without the SC-able version don't even have a claim to submit anything at all to the chart. On TSC that also excludes them from any applicable Total divisions the missing chart is a part of, so this could stretch the version differences to be even more impactful than they already are--something else to take into the point 1 considerations. (Sure Unleashed already has split-game charts that prevent each version from accessing an entire set of charts, but Sega pretty much forced our hand there, and besides that game is garbage.)
-And again there's that 800-pound gorilla (or is it a 600-pound cat?), subjectively determining what gets the SC treatment. Obviously if this goes through, let's say for Death Chamber 3, jumping up into the corner light and taking that out of bounds would land you in SC. But what about the out of bounds in the final room, where you bounce off the hourglass, up through the ceiling, and reemerge just half a second later? Would we be able to do that in a non-SC or not? Which of the big tricks in Cannon's Core would be allowed non-SC and which wouldn't? Is Security Hall 5 SC-worthy for the red emerald, the blue (version-exclusive), both, or neither? I don't know if you've seen it, but SDM's recent Launch Base 2 run with Tails is really wacky, involving lots of stuff that's not supposed to happen, including a glitch setup that's required to be carried over from the previous level, and some of the tricks it takes can be used in other levels to land them squarely in SC-land. Do we add SC charts for rings (as oxymoronic as that sounds, given that the level takes 10 minutes to do that way)? Does this SC free-for-all give us pretense to reinstate Launch Base 1 "run up as many points as you can for as long as you feel comfortable, then hurry to the end and beat the boss"?
All in all, another wishful call for action, the same problems as last time we went over this.