I’m not sure what you mean by that. The original problem laid out that the angle will never be more than 180 degrees. This solution assumes that, so we don’t have to deal with finding the furthest apart pairs, but can just take the min and max.
The trick with using the magnitude instead of the angle also still works, but the magnitude is not
v1.X * v2.X + v1.Z * v2.Z
but
local v = v1-v2
local magnitude = math.sqrt(v.X^2 + v.Z^2)
Provided there is no Y component (though it would be easy to account for).
Since we just care about ordering highest to lowest, the heaviest operation in there (the square root) is not needed.
The unit vector of the cross product indeed should be [0,1,0] or [0,-1,0] on a horizontal plane, unless the input vectors point in exactly the same or opposite directions, which would give [0,0,0]. The cross product is defined as
cx = v1.Y*v2.Z − v1.Z*v2.Y
cy = v1.Z*v2.X − v1.X*v2.Z
cz = v1.X*v2.Y - v1.Y*v2.X
local cross = Vector3.new(cx, cy, cz)
But since we only need the Y component, we don’t need to call the whole :Cross() function.
But as mentioned, I probably wouldn’t do that, since the original solution is more general. If later you want to compare vectors in vertical planes, you would have to undo the optimizations and rethink the whole problem. While even with a lot of vectors, the gain would probably be minimal: percentually yes, but in absolute numbers, no one will ever notice the difference. A more important difference that is noticed is the hours of dev time needed to work with the code later when maintenance or updates are required. Though I mean this more as a general rule than specific to this problem.