If you got Launchcontrol to work, you are already a power user
Nice! This is definitely our biggest blind spot at the moment. I haven't spend a lot of time on development lately, but tools for content generation is also on the top of my todo list.
@qdot is correct, the range in the script is there as a suggestion. Script everything within the 0-100 range for your lowest/highest move and set the optimal range that should be used. Setting limits in Launchcontrol allows you to "move" or "scale" the script to personal preference (or limits.)
The reason it works like this, is because I (initially) made Funscript for scripting movies. The Launch has no way to get the current position, I worked around that by doing everything relative. So for Funscript it is important (at least when doing movie sync), that actions can actually be executed since the position of the previous action is used to calculate the speed of the next.
When scripting I just input a percentage (0-100) based on the amount of penetration for a given frame in the scene. The scale can be used to find the optimal range to make most actions "compatible" with the Launch's speed limits. E.g. scenes with a lot of fast moves can benefit from a smaller range to keep everything in sync.
This is mostly my paranoia None of the official apps seem to use these slow and fast speeds, so I try not to do things that might not be supported. I've had crashes on slow speeds (the Launch is also not strong at slow speeds) and when doing strokes on high speeds I got some loud scary noises. So yeah, I just don't want to put that out in the wild without at least warning
If you're making Funscripts, the only thing to code is positions at specific times. The implementation will take care of calculating the speed. You can ask for actions that just are not possible (too fast, to slow, too many).
I've done some speeds tests with different ranges, but never went below 10% movement, since it's not really worth it. The command interval (at least for Launchcontrol) is 100ms, since spamming commands too fast also caused crashes. Moving 1% every 100ms is not that interesting