On Original Research

Wow, that brings back memories.

I only actually played with OR once, and it worked well-enough in the saga, although it was geared for that sort of thing. At any rate, I have come to think that lab rats might be a fun character concept, but don't make for a very fun game. I much prefer to use the rules from Ancient Magic instead. I've thought up integrating them, but really I think it's best to just use Ancient Magic. Even Bonisagus integrated old magic, rather than inventing Hermetic magic whole-cloth! Having the researcher hop around Mythic Europe following clues and sources of Insight has great story potential; having him spend decades cooped up in his lab does not.

However, if you're gonna use the rules I'd suggest considering how fast it would take. I run the statistics in the link above, I believe someone else also had some on these forum. I think you'd be surprised how easy/fast it is, your PC would develop brakthroughs fairly soon, in a matter of years or a few decades, if you follow the rules. I therefore recommend increasing the number of breakthought points needed, at least - unless you think your saga won't last lots of in-game years (and I guess most don't), and want to see the breakthrough story through.

Ovarwa: I'd start with the No PC Death Rule - whenever a Magus or Companion is brought to below Incapacitated, he is left for dead but is later revealed to remain alive - but with a new Flaw (the one about being brought back from the dead by the Divine is appropriate....). Likewise, whenever the PC suffers Twilight that removes him from the game for more than the SG feels is appropriate, lower the duration - and in this I include Final Twilight.

If you replace Original Research with Ancient Magic, the specific problem of plot-control evaporates. The SG controls which sources of Insight are available, and what breakthroughs they lead to.