For the most part "nCapacity - nFloor = nPriorities", there's instances though were things get stuck in priorities though so you HAVE to burn it to clear it out.
This is okay but heavily relies on the two things that are the most incorrect all the time, capacities, and floor counts. I used to preach the gospel about updating capacities, but tying POG's constantly reset custom capacities, causing priorities to inflate to absurd levels. My new way of thinking is to always just max out the floor count to whatever the capacities are set to. If a POG believes that 384 of this Colleen Hoover book fits, and the floor is full, I am setting the floor count to 384. This way, when a new POG comes out, that wants to reset custom capacities to 384, nothing ends up in the pulls again.
This kind of simulates my perfect system that would be that there are no capacities and floor counts, just a system that for every event of an item being removed from the floor, one is added to the priorities. For example, a guest purchase, flex items that are not pulled from back room, shipt, defect, etc. This way it does not matter what the floor count or capacities are.
This does mean that EXF button needs to return, to fix any oddities where things go missing or don't reach the floor, like theft, or malicious team members not pushing fully.