I can emphatically say that I did nothing of the sort. CR still has its problems; it gets less and less accurate and predictive as CR increases.
All I did is show an Encounter Budgeting system that worked with the old CR assumptions.
If CR has any errors, they'll be baked right into my Encounter Budgeting, too.
Agreed, although I suspect (and hope) that PF Monster Manual will probably fix a lot of oddities in the CR system. Nonetheless, your Encounter Budgeting System enables us to build *more* balanced encounters than in 3E (I never liked the ECL system anyway).
No. I am sorry but I don't know what you are looking for. (I've never been particularly bothered about treasure in my own games, so it never even hit my radar. I just give out what I feel is right.)
Or did you mean Wealth by Level guidelines? I touch on that tangentially.
Actually, I meant a "non-random" system to place treasures in an adventure -- using a "treasure budget", a bit like those "parcels" in 4E. I'm a DM who doesn't hand out excessive amounts of treasure -- if the PCs have told me of how they're planning to invest their money (e.g. in equipment, spells, magic items, their own shops, etc.), I make sure that they more or less get to do that in the long run. Yet I'd like to see a consistent system I could use quickly for random encounters.
For example, if I place twelve CR 3 creatures and four CR 4 creatures in three encounters that are "challenging", I can just take a look at the "treasure table" to see that I need to place 4500 GP worth of mixed coins and gems, five potions or scrolls and two +1 items and another minor wondrous item as treasure (I just pulled those examples and numbers out of my head

