One-Card Starters:
(9) Herald (Spell Negate) + Laevateinn + Trias in GY + Boss Stage:
3x Wakaushi
3x Bike -> Wakaushi
3x Wagon -> Gigant X -> Wakaushi (Note: Any way to Gigant X is Full-Combo)
(17) Ways to get to Boss Stage:
3x Wakaushi, 3x Bike, 3x Wagon, 3x Loptyr, 1x Planet Pathfinder, 1x Terraforming, 3x Boss Stage
Strengths:
Almost without fail, if left uninterrupted you get to go full combo without a hitch. Typically if you don't full-combo, it's because you already drew what you were searching and just opened boss stage + monstrosity anyways. There are also a lot of two-card combos that get you to the ideal board even if you don’t draw any starters, but in most cases you’re working with one-card combos that use additional cards as extension to play through hand traps.
An issue this deck had previously was drawing a Generaider you wanted to summon off of Boss Stage. No more, Lee allows you to trade any monster in your hand for itself, which turns a brick into a negate so long as Herald of Mirage Lights is on the field. Summon Vala off of Boss Stage, et voila.
One also might be concerned about mixing Spells with Superheavy, but this deck actually has a good answer for that. When summoning Jormungandr using Laevateinn, you can equip any spells from grave that might dead a Superheavy on a future turn if it looks like you might have to go for a second round of combo.
The Superheavies also give you access to a Pendulum Summon - Regrettably only at a maximum scale of 8, but that’s more than enough to Pend extra Superheavies, Lee, or Loptyr.
Weaknesses & Deck Building Concessions:
There's a really good argument to play 1 Superheavy Samurai Scales and a decent argument to play 1 Superheavy Samurai Security, as they can sometimes help you play through hand traps. That's the main reason Soulgaia Booster and Soulpiercer were bumped to three, and Vala cut to 1. I didn’t feel comfortable including them due to how many garnets this deck already has, but they do have their own merit. I even spent time testing Superheavy Samurai Magnet as a way to increase the amount of two-card combos and as a way to bait/play through interruption, but at least in my testing, it didn’t result in any meaningful/guaranteed additional lines.
I didn't feel good about it, but I cut the Ty-Phon for Baronne & Assault Synchro Stardust Dragon. Cutting Crocodragon Archethys didn't feel bad; Typically if you're able to make it you're already winning anyways. If you get hand trapped once or twice, if you can't force through to Ib & Monstrosity you can usually at least end on Baronne. You might cut Trencher for Ty-Phon, but I’m not familiar enough with Generaider to make that call.
If your opponent holds the Ash for Monstrosity, you're screwed... Unless you can weave in Gigant X for Pathfinder before summoning Trishula, in which case you can just pend it out. You at least still get to Boss Stage in this scenario, and I liked having a secondary way to bridge the Superheavies to the Generaiders. If you open Pathfinder, just think of it as bad Loptyr. Alternatively if you can get to Baronne prior to activating Monstrosity, you can trade Herald of Mirage Lights for the security of ensuring Monstrosity resolves.
The Ib and Soulpiercer searches are typically chainblocked by Wakaushi effect to scale itself and Tilting effect to summon Wakaushi from the extra respectively.
A hand trap on Titling/Gigant X typically hurts as well, though sometimes it just doesn't matter and you can play through it either by setting up an additional Superheavy body or by using it to bait interaction when you already have another way to Wakaushi. Same goes for an Ash on specifically Big Benkei. However, all of these spots are risky to hand trap since certain extenders let you play through them unscathed; The conundrum is kind of like pre-banlist R-ACE.
I tried really hard to make a version of the combo where you summon Baronne before triggering Monstrosity, but I seriously struggled to make both happen. You’re usually missing a tuner.
I cut the Diviner lines because most of the time, you'd rather have a Special summon as opposed to a 2nd or 3rd normal summon stuck in your hand. It also allows you to cut Nidhogg, since you no longer have to worry about activating Monstrosity on Trias Hierarchia.
Conclusion:
You’re still playing Generaider. You still have the potential to lose to every hand trap under the sun, but at least this build can sometimes play through them. However, the heightened ceiling that the guaranteed access to Monstrosity provides (via Ib) is ludicrous. If you pull off the combo, you’ve pretty much won the game on the spot. I struggle to imagine a deck that can break this board consistently without cards like Lava Golem or Sphere Mode.