clearstream
(He, Him)
I forgot to mention something else. In terms of "continually progressive" as it plays out at the table, the XP curve is only one side of the advancement mechanic; the other side is how much XP is awarded.I figured that might be the case and wondered about it, and I appreciate the confirmation, but personally don't see a reason for it. For my aesthetic's, I do prefer a continually progressive EXP curve (hence, why I made my version). Since I wasn't into 5E during development and initial release, I am sure a lot of my issues with it are likely the designer's intent and simply a disagreement of gaming style/ preference.
For example, imagine that you happened to award exactly 50% per session of needed in tier 2, but then in tier 3 started awarding 33% of needed. Regardless of what the XP curve then is, the proportion being awarded is lower so advancement will slow. For this reason, it can be worth reversing out your thresholds from your curve. I'll attach a spreadsheet here which informs my own pacing assumptions. What I'm doing is changing the Encounter Multipliers to center on 3-6 as 1*, changing the hoard gold scaling to 5* increase per tier instead of 10*, and using three kinds of "encounter" for XP: "attritional" which average to Hard, "lethal" which average to Deadly, and "quest" which average to Medium (and are for achieving narrative goals rather than overcoming foes). I also use something like training and gritty realism from the DMG.
As you might see, this approach leaves the XP curve as the book, but controls pacing through XP awarded.