Something is definitely broken there. I do not have any facedots in wireframe. It just works here. Otherwise, if you mean that you actually do want to use facedots, then why are you using this patch? Its whole point is to get rid of them.
Here’s a video of selecting those faces with no issues:
You don’t even have to be accurate, since the select through actually works reliably, you can always rely on being able to deselect the excessive selection without having to switch any mode, or check where the face centers are.
In case of running into an extremely rare scenario, where you have triangulated model but at the same time perfectly straight, world axis aligned edge loops, I can still select all those edges relatively fast. I dare to say equally as fast as it would take you to drag 3 individual precise selection boxes over those 3 loops:
But if you have this kind of result, why on earth wouldn’t you do just a simple tris to quads operator before starting to work on that mesh?
You are intentionally creating difficult scenarios for yourself just to then be like “See? In this shitty situation I’ve gotten myself into, this is actually better!”. We both know that these are cherry picked scenarios and how miserably Blender’s legacy selection works in most of daily bread and butter situations.
I’ve been using the patch in production for over the year now, and it works perfectly. If you do not want to change your legacy workflow, then there’s no point of testing this patch, this won’t work for you.
But bottom line is that everything you are showing can always be done as fast, if not faster, if you just change your mindset.
Your entire selection methodology is completely deformed by years of using Blender, so already before you start selecting anything, the idea of how you plan to achieve the selection result will be very different because your brain is already taking the limitations of Blender’s legacy selection into account.
Feel free to post more examples if you want. I can guarantee I can achieve any selection you make with Blender’s legacy selection method equally as fast (when measuring the time it takes to complete), regardless of which case you cherry pick.
With all this being said, this is not my patch. This is kio’s patch. My proposal for the patch intended to keep the old face dot based selection as an option. So if I was capable enough to make such patch myself, I’d certainly keep both the legacy edge selection method as well as the legacy face dot selection method in there as an option. I just personally would not use it.