GENERAL QUESTION: How much should execution of elements factor into the final score as compared to difficulty of elements and program components?
My personal opinion:
I think execution should be a significant factor. Just exactly how much, according to what formula, is a trickier question to answer.
At one extreme, we could say that all that matters is what you did, whether you did it successfully or not. Full credit or zero credit, yes or no -- no partial credit for partial success, no extra credit for extra quality. Base mark alone would often determine the winners. I completely oppose that approach.
At the other extreme, quality of elements could be the single deciding factor -- there could be little difference in the base marks between elements and large variations in both the values of the grades of execution and the range of grades awarded by the judges, so that a program full of excellent double jumps or simple spins and steps, for example, would easily beat a program full of adequate triples and level 4 elements. I don't recommend that approach either.
In finding a happy medium, I'd probably prefer to give a slight preference to quality over difficulty.
For elements that are made more difficult by transitions into and out of the element (or enhancements to the air position in the case of jumps), I like that the difficult entries and exits can be considered as positive bullet points for the execution of the element when it otherwise meets minimum standards, but I don't think that added difficulty should override actual mistakes.
Take one typical example -- spread eagle into axel jump with arm overhead (fairly common with single axels at juvenile-novice levels). Do those two enhancements guarantee a +1 if the jump is landed? I don't think so.
If the jump is big and fast and solid and would deserve +1 on its own merits, then the difficult entry and air position could result in +2 for the element.
If the jump itself is clean but nothing special, then the enhancements could result in +1.
If it's landed on one foot but the jump is small or the landing a little shaky, then the enhancements might allow the jump to earn 0 GOE instead of -1.
If there's a blatant error on the jump, e.g., a step out of the landing, then the expected -2 GOE should apply, but the entry and air position could still be taken into account in the Transitions and Choreography components.
In the latter two cases, the shaky or not-held landings could be taken into account negatively under Performance/Execution, especially if there are several such shaky elements, whereas a program full of +1 and +2 elements could receive positive consideration under P/E.
I'd rather see skaters take elements that they can do well and weave them together into a complex integrated program with good execution than to see a program that's just a collection of difficult elements being attempted without much relationship between them or between elements and music.
But since skating competition is a sport, I also want to see skaters challenging themselves by pushing their own limits on difficulty of elements and difficulty of connections between elements, which will mean they won't always execute them perfectly.
And the skaters with the very highest skill levels will be pushing the limits not just of their own abilities but of the possibilities of the sport as a whole.
That's exciting and should be rewarded, IMO.
However, there are different ways to push the limits of difficulty.
Suppose we say that at a certain point the standard top difficulty we expect from a senior lady is 7 triples and one double axel, with either 3T+3T or 2A+3T as the easiest way to fit those 8 difficult jumps into 7 jump passes without sequence penalties.
If that's the expected limit, how can an ambitious skater push the limits to add more difficulty?
One way would be to do a harder triple-triple combo, instead or in addition, so that she could repeat two of the higher-valued triples and only need one triple toe.
Another way would be to add the triple axel, in place of the double axel or an easier triple, and maybe include a total of 8 triples.
Similarly, she could replace one of those triples with a quad.
OR she could keep the "standard" jump content but increase the difficulty of the skating in between the jumps and in and out of the jumps. Seven triples and a double axel seamlessly integrated into a flow of edges, turns, steps, spirals, etc., is more difficult than seven telegraphed triples and a telegraphed double axel and should be rewarded. (It also makes for a more interesting program.)
(Of course, increasing difficulty of spins and step sequence is also an option, but once level 4 has been reached on those 4 elements there's no way to raise the base scores for those elements any further, so at that point the focus would need to be on increasing the quality of those elements.)