Perhaps the key limit on magi is their warping points, and as Original Research tends to bring out warping points, I present a discussion of OR with WP in mind.
Let us consider a researcher with a +3 Risk Modifier, and with no chance to botch. Let us only consider inventions that can be complete within one season. According to the errata example of TL, his probability for a successful discovery is about 0.5201 (roll of 4; 1,2; 6; 1,3; 7; 8; 1,4; 1,1,2, plus 9; 1,5 minus a 0.11 x 0.19 chance of Complete Failure on these two 12+ results). We can therefore assume that it takes 1.923 seasons to make a discovery.
Stabilization is failed only on a No Benefit or Complete Failure, so the probability to do it is 0.8234 (0; 1; 2; 3; 6; 1,3; 7; 8; 1,4; 1,1;2 plus 9; 1,5; 1,6; 1,7; 1;8; 1,9; 1,10 minus a 0.16 x 0.36 chance of Complete Failure or No Benefit on the two rerolls). We can therefore assume that it takes 1.215 seasons to stabilize a discovery.
During the stabilization season, whether it works or not, you may acquire WP. Unfortunately, there is also a chance for gaining one more simple die (5.5) WP on each season of stabilization due to twilight. I will neglect the other effects of twilight from my analysis, for low Warping Score they are even a boon.
Each year of research one incurs 1 WP due to the longevity potion, so each season one gets 0.25 WP. This applies to both stabilization and invention seasons.
Compiling all this information together, we can deduce the following table:
[code]Mag. Stb-WP Twl-WP Ttl-Stb-WP Ttl-WP SM/WP S/SM Mi-S Ma-S He-S Mi-WP Ma-WP He-WP
1 0 0 0.3 0.78 1.27 3.14 94.14 141.21 188.28 23.54 35.3 47.07
2 0.1 0 0.43 0.91 2.21 1.57 47.07 70.61 94.14 13.59 20.39 27.18
3 0.3 0.55 1.34 1.82 1.65 1.05 31.38 47.07 62.76 18.17 27.26 36.35
4 0.6 1.1 2.37 2.85 1.4 0.78 23.54 35.3 47.07 21.38 32.06 42.75
5 1 1.65 3.52 4 1.25 0.63 18.83 28.24 37.66 24.03 36.04 48.05
6 1.5 2.2 4.8 5.28 1.14 0.52 15.69 23.54 31.38 26.4 39.6 52.8
7 2.1 2.75 6.2 6.68 1.05 0.45 13.45 20.17 26.9 28.62 42.93 57.23
8 2.8 3.3 7.72 8.2 0.98 0.39 11.77 17.65 23.54 30.74 46.1 61.47
9 3.6 3.85 9.36 9.84 0.91 0.35 10.46 15.69 20.92 32.79 49.18 65.58
10 4.5 4.4 11.12 11.6 0.86 0.31 9.41 14.12 18.83 34.79 52.19 69.59
Mag. = Magnitudes of the discovery; assumed to be doable in one season.
Stb-WP = WP due to stabilization directly: the average of (Mag.-simple die).
Twl-WP = The average of 5.5 x Twilight-probability; I assume there is no chance to avoid twilight on 2 or more warping points.
Ttl-Stb-WP = Total amount of WP gained during stabilization: Stb-WP plus Twl-WP plus 0.25 WP from longevity potion, all multiplied by 1.215 seasons.
Ttl-WP = Total WP gained for one stabilized discovery (3.14 seasons): Ttl-Stb-WP plus 0.48 due to lonevity potion during invention.
SM/WP = stabilized magnitudes per warping point.
S/SM = Seasons per stabilized magnitudes.
Mi-S or WP = Seasons or WP requireed for Minor breakthrough.
Ma-S or WP= Seasons or WP required for Major breakthrough.
He-S or WP= Seasons or WP required for Hermetic breakthrough.[/code]
In terms of warping, it is best to work on 2nd magnitude projects. But there is a definite tradeoff for time, which the magus may want to take advantage of.
At any rate even an Hermetic breakthrough should be achievable in 18-94 seasons (4-24 years) of research dedicated towards this goal, with managable levels of Warping gained (as little as 27 WP out of a 275 "maximum"!).
Of course, all these are averages, while the variance I expect would be very large.
For best results, it seems it is best to conduct original research in a mundane aura, as high Lab Totals don't help and a high aura increases the chance of entering twilight. A high Concentration and Vim score would be nice in that regard.