14.1 emphasizes certain skills that don't come up as much in 9b, 10b, or even 8b.
I'll just list some...
· Planned cluster breaks where you really pay attention to where the CB is hitting, what the outcome will probably be, and which balls might make good insurance balls that guarantee you a shot after the break.
· Short, precise position using 0 or 1 rails. Especially short nip draw or stun follow shots where you just slide the CB around a few inches to get just right on a sequence of balls that are almost a series of stop shots. Generally move the CB less, but you also are expected to place it with much greater accuracy. If you go a little short or a little far there's a lot of traffic, which means your life gets a lot harder.
· Planning a sequence of balls that leaves little to chance and minimizes risk (and usually minimizes cue ball travel). You'll start to see end patterns in 8b better for example and learn which balls you shouldn't automatically shoot early because they'd be more useful at the end of a runout.
· Training your ability to make tough shots under pressure. At first 14.1 looks like a series of easy short shots. And it is when played well. But after break shots or after a tough roll, a player is often forced to make some long hairy cuts or weird under-the-rack backwards cuts into the far corners. Or awkward cuts into the side. And every break shot has some pressure, you must learn to make those back cuts without fear and plow through the rack.
· Shooting jacked up over other balls, or even over the entire rack. Comes up a lot in 14.1. Forces you to focus on stroking straight while treetopped. Trains you to avoid fouling in all-balls-fouls situations.
· Short combos come up a lot in 14.1. You're supposed to play shape on them or break them up but sometimes you're forced to shoot 'em anyway. They turn up a lot along the foot rail or to the sides of the racking area.
· Safeties - it's tough you must hide the guy from every ball on the table. So you learn to recognize opportunities to freeze the CB on an object ball, denying access to virtually the entire table. You also learn how to really thin a ball so that it barely moves while whitey travels several feet to get a rail.
· Grinding - you learn how to ride out a long game that seems to go forever, and long runs that keep you chaired for what feels like hours. 14.1 demands you keep high focus for a very long time if you want to run a hundred or more without a miss.