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I think the fundamental problem is that RCLSTG by itself looks at the object's description, including validating it's file allocation table entries, but doesn't actually look at the object's contents. So it doesn't find a damaged object if the damage is in the object itself. It's only when you read the object, including a save, that you try to process the damaged data and trigger the object to be flagged as damaged. Once flagged, RCLSTG knows to scrutinize the object more closely. Or just delete it. :) As to the speed of the RCLSTGs, it did seem that way, but that could be from other factors like the above - running a reclaim that had to fix things followed (a few weeks or months later) by one that didn't would generally lead to a quicker run the second time around. As to performance in general, assuming there are few actual damaged objects for it to fix, a system with fewer-but-larger objects will probably reclaim faster than one with many small objects.
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