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That is why the usual method is to have a line of mutated males, per stat being mutated, and many unmutated females. You replace the male everytime you get a new male baby with a mutation in the right stat. That way it does not matter which side of the mutation counter it lands on, it will get moved to the male side anyways. Also when the male side hits 20 mutations on the counter the females can still keep triggering mutations. As for the other questions.
1. Yes, you can get an large number of mutations on a stat. ASE had a hard coded limit of 255 levels in a stat; each mutation would raise a base level by +2, so the exact number of mutations you could get depends on what you started with. ASA has seperate mutation levels, with a cap set by server settings, 255 being the default. Mutations add 2 of those levels. I am not sure if the server cap is just mutation levels or base levels + mutation ones in ASA, will need more time to work on that.
2. When you are done mutating one stat, you set your final male for that stat aside, to combine with stats from other mutation lines.
3. Yes, you can combine your lines after you are finished mutating. You would simply take your final melee male, mate him with random female until you had female with finale melee stat, and mate her with final health male until you get female with both final melee & health stats, and then mate her with final stam male until you have male & female with all final stats.
4. As mentioned before, with correct breeding setup it does not matter which side a mutation lands on.
5. This is part of the counter being seperate from the stats; the counts always get passed on, even if stats level counts do not. ASE could have "hidden" mutations to the movement speed that would bump up the counter & total level, but not change stats, but in ASA that is not a thing anymore, so all new mutations will change a stat.