Great work! I haven’t compiled to test, but I watched you working through this on Discord, and it looks like it will behave a lot better!
My only concern is that I think you’ve change the meaning of “Max Stretch” from clamp to multiply.
Max Stretch is a way to limit/clamp how far the arm stretches. If you had it set to 2.0, the arm would double in length before reaching the end and then no longer stretch. 1.0 meant it would reach the length of the arm and then stop stretching. (Equivalent to not stretching, but not the same thing as multiplying it off.)
If you’ve set it to 0-1, does that mean it is basically a percentage blender from OFF to ON? Meaning if you have it set to 0.9, the arm will 90% reach the length of the goal.
I personally never used Max Stretch as a clamp. The animators always wanted it cranked to 99 so the arm would just stretch indefinitely. But this does change the meaning, so it is worth double-checking that that was the intention.
It might be better to ADD an attribute “stretch”, or “stretchOffOn” that would turn the stretch on and off from 0 to 1 like you’ve done. And then maintain Max Stretch as a clamping/limit on top of that. This might help prevent any unintended changes to the rig behaviour.