Hi RML,
This entire thread has just been an immensely helpful tool to configuring the XIM4 for Destiny. Thank you so much for all your hard work! I started out a very high sensitivity and would copy and paste your settings and curves without a second thought. The more I play however, the more I find myself using lower and lower sens and reverting back to a linear curve.
For most PC shooters where there is no aim assist, low sensitivity and 1:1 movement are paramount. The lower sensitivity improves aim at the cost of speed. Most pro FPS players will play at a sensitivity where a full 360 requires anywhere from 30-50cm of movement. This means for rapid turning they are moving their entire arm. Wrist movements are reserved for fine movements when locking onto an enemy. For most people, having to move your entire arm across the mousepad to complete a turn is unnatural and exhausting, but ultimately I think it results in better aiming ability if you reserve the fine wrist movements for lining up a headshot. A game with aim assist allows you to use a higher sensitivty than otherwise practical because aim assist will create some stickiness that slows down your reticle as you reach the desired point. So essentially, at a higher sensitivity aim assist can operate to help your aim but doing what its intended to do.
Using a low sensitivty in games with aim assist like Destiny will punish you as you need to make a more dramatic movement to fight against the "stickiness" that aim assist provides. This introduces a variable as your mouse movements are going to be modified by the aim assist effect. The curves allegedly fight against the "stickiness" by increasing velocity at lower speeds, but they also introduce an element of unpredictability, as the velocity will increase not only when aim assist is affecting you, but across the board.
The detriment to a low sensitivty is slower turn speed and is not ideal for weapons like shotguns where lookspeed is more important than aim. This problem is compounded by Destiny's crap turn speed, especially the molasses turn speed while running. But I do believe that learning to make "arm turns" instead of flicking your wrist can compensate for that. Once you get used to using your whole arm and not just wrist for turning, you minimize the disadvantages of a low sens.
Ultimately I've realized that it's much easier for me to deal with a linear curve, because I will have 1:1 movement except when I need to compensate in situations where I know aim assist will kick in, i.e. when I am locking onto a target. I am slowly finding a linear curve to be preferable and more predictable than a ballistic curve where I cannot necessarily predict when the velocity increase will happen as I do not intuitively know the speed I'm moving and or when the curve will change velocities. This is just pure speculation on my part, but I think the reason why thepr0's ADS curve has become very popular here is that it is much more linear than other curves people have previously used.
Anyway, just some food for thought for anyone searching for that "perfect curve." Try out linear curves and learn to compensate on your own for aim assist, without a ballistic curve. You might find that you like it. Thanks to everyone who has put so much work into making our Destiny experience better 
Hey Paladuck,
Thanks for taking the time to add your input.

A couple of things I'd like to point out after reading this.
- I too believe that you should move and aim in the way you have described. This is especially important with Destiny because slower consistent movement registers better with a slow look mech.
- My ADS curves are always created to work in conjunction with aiming on or close to a target. The idea of course is for the acceleration to kick in while within that spectrum.
- I've heard many people make this comment about 1:1. But what is 1:1 really? This isn't PC and games on console have several factors that make 1:1 movement very controversial IMO. To name a few, Aim Assist, Acceleration, deceleration and timed acceleration. When people say PC is 1:1, they're talking about moving their mouse and that movement matching exactly what happens on the screen. When people say ST's are 1:1, they're saying the ST is trained to match the games look mechanic, whatever that may or may not incorporate. So ... 1:1 may have acceleration, deceleration or timed acceleration inherently built into it. This is why I tend to chuckle at the whole 1:1 thing. That's fine, call it 1:1, just understand what 1:1 really is. Don't get me wrong, I'm not bashing ST's. They do a fantastic job of replicating the games look mechanics. I always suggest people start with Vanilla ST and figure out for themselves where they need to go from there.
- When I first started creating curves it was because games didn't "Feel" 1:1 to me. So, my intention was always to try and smooth things out. To remove acceleration or combat Aim Assist, stuff like that. I've been messing with them long enough now though that I've almost adapted a new play style. I like control, but I also want things to feel snappier. That's always my goal with HIP, I want it to be accurate but also very responsive. ADS, I'm always looking for a balance between taking advantage of AA and being able to control my aim in the hit box.
- Your right though, there is no "Perfect curve" for everyone. Curves are about sharing ideas that others can learn from or take and morph into something that better fits their play style.
Cheers!
