failure, I agree that it's completely silly, but I never said that I'm not silly!
I try to explain myself for some time now, and to no avail, so I was looking for a reason, and, since (I thought) I really tried, that was the next best explanation.
(As I said, I'm sorry)
Alright, here's how I got Maya to see things from my point of view: I have the concept of local and proxy space. Basically, both are representations of the particle system. The local space is what I called the first PoV: The CoM is computed in this space.
The proxy space is just an instance of the local space, but here's the trick: When the CoM moves (in local space), the entire proxy space is moved (for example by an expression) in the exact opposite direction: Let's say the pointConstraint moves the CoM in the local space from position P to P+v, then the proxy space is moved from P' to P'-v. And if I additionally parent the proxy space to a control object, I effectively get explicit control over the CoM.
Here is a script that creates such a setup, and, just in case, a movie to show how the setup is supposed to work.
Normally, both the local space and the CoM are hidden. So the user works only with the proxy space, by translating A, B, C, and the CoMTarget. Usually, when I think "CoM," I think in the proxy space. So I hope that makes clear what I mean by this whole PoV thing. And this is what I mean by "pointConstraining the CoM." It's not how it really works, but OTOH it's what it look-and-feels like.
Now: If you imagine how this can be used in a rig, namely by having those mass points parent(Constrain)ed to joints, and rotating the joints, you get a way of effectively controling the CoM of the rig!
And BTW I don't think your posts are long or boring. In fact I really appreciate that even though we don't seem to understand each other most of the time, you keep posting. And I think I learned quite a bit so far, so: thanks to you.