I think we had this discussion a year or two ago, but personally I find the guideline algorithm to be boring. It's definitely more oriented to PVP Tetris. Something like TGM would be boring if you can just execute builds instead of preparing your stack and play for just about anything.
It's true that there's a lot of different builds (I'm personally more partial to the albatross special than DT cannons) and builds are not only related to what you can build, also how you should respond to your opponent. Like, is the game even fun when you're just spamming t-spins with Tafokint's T-spin factory?
I'm a pretty highly ranked Tetris player, top ten in Finland in T99, Tetr.io and Puyo Puyo Tetris and somewhere in the top 100 as well, and in reality I think fancier builds like DT-cannons are too fragile and reliant on a clean-ish stack that they're not even viable in high level play. If you take ten seconds to set up a tetris or 15 seconds for a triple T-spin then you're gonna get spammed to death before you can reply with your fancy build.
In modern PVP Tetris I think there's only three tactics. If you're not too technical, you need be fast at tetrises and hope you can outpace your opponent.
If you're slower, you have to deal more damage in the same time or less = T-spins for double damage. It took me a year of practicing to intuitively start leaving t-spin doubles in more unconventional setups. There's the risk of being outpaced and spammed but the double damage mitigates it a bit.
Third option is comboing. I think it's the hardest to pull off but it's also the most effective. With a three wide hole it's fairly easy to get a combo going but there's always a huge risk of topping out by a badly timed attack from the opponent. Four wide is harder to keep going but it's safer.
Depending on the game and network code, combo builds can be game breaking and actually stagger the enemy so that they can't even reply to your attacks. It is however the least effective build in terms of how many pieces you need and the return damage for each clear and there's the most unknowns in how you're supposed to stack.
But to sum up in short, I don't think "builds" per se are the way to go in PVP. The "stack, attack and reply" formula simply leaves too large holes for your opponent to attack and it's not variable enough. Seeing parts of builds as patterns, like using a roof on a T-shaped hole to build a triple T-spin is useful if you can figure it out whilst clearing garbage and keeping a constant battering on your enemy going.
Personally, I think TTC forcing guidelines on single player games is boring. TGM TAP+ was the pinnacle in terms of game behavior and algorithms, IMO holds and the floor kicks in Terror Instinct made everything a bit too easy and all the difficulty comes from being ridiculously fast instead of being super meticulous and eloquent in your stacking.