There aren't enough sections of pure horizontal movement for this glitch to make the run unwatchable. On top of that, there's the added challenge of routing vertical movement, mainly because quick drops actually move you diagonally downward at a fairly fast rate while you're in the air:
There's also the need to route around enemies so that they're not thrown, the issue of lag reduction because of Blue firing every time he quick drops, the fact that I'd have to get the conditions right every time (both players need to be in close proximity and facing away from where they want to move)... Despite how ridiculously fast it is, it's not actually going to save a ridiculous amount of time.
Plus, if I can't get most of my current work to sync with a new beginning (and I seriously doubt I will), the glitch won't be used until 11 minutes into the run, and it'll take another 5-6 minutes to reach a stage where it'll be used for a long period of time. So I don't think it'll detract from the entertainment at all, only add to it.