The majority of us do use the analytic solution as the starting point for the search. Although I think there were 1 or 2 that were using alternate approaches.
The "from all near 1/32ly grid points" comment was me (
link for reference). As I described in that post, what you actually end up with is the intersection of multiple thin spherical shells, which give you a small 3d volume. When you perform trilateration, it will give you a point within that small intersection volume. But the real coordinate could be anywhere in that volume. So you end up needing to look around the area near the point you calculate with trilateration - or get more distances, which will (usually) decrease the size of the intersection volume.
What I do, instead of using a sphere/cube around the calculated point is to use a fairly sophisticated heuristic that tries to follow the contour of the error function around the candidate region. Where the error function is the sum of squares of distance errors to a given point, where the error is 0 if the calculated rounded distance exactly matches the rounded distance that the user input from the game. And the candidate region is the intersection volume, i.e. the region where the error function is 0.
And then I evaluate every grid point within that contour, to ensure that I've evaluated every grid point that might be in the candidate region. If I've only found 1 point that actually has an error of 0, then I know I've found the right coordinate, assuming no typos. Or if I've found multiple points with an error of 0, then it's impossible to determine which is the real coordinate, without more data.
To the best of my knowledge, the system coordinates do not change over time. The coordinates of a star within the system can and will change, but the coordinates of the system within the galaxy won't change.
As for typos, In the majority of cases, you will only 1 user that has input the distances for a given star pair. Especially for people (like me) who don't use a standard set of reference stars. So we can't rely on multiple entries of the same distance. Instead, we ensure that there are enough distances to guarantee that there is enough redundancy to detect at least, e.g. 2 typos distances.
That doesn't always work though. The problem is that you're sampling the error function in 1/32 LY increments, but the function can have much smaller features. The clearest example of this is when you're dealing with a star far away, using references that are bunched together in relation to that star, due to the long distance. In that case, you can end up with a a candidate region that is a very long, thin and narrow "needle" shape, which can be many 1/32LY units in length, but is narrow enough that it passes between almost all grid points except possibly 1 or 2 somewhere along it's length. In that case, trilateration will produce a point within the needle, but almost certainly not one that is grid-aligned. Searching the 27 nearby grid points won't give you any indication which direction you should look, because the error function in that case is related to how close the needle is to a given grid point, which is mostly unrelated to where the needle will actually encompass one of the grid points. And just because you find 1 grid point within the needle, you still have to search along the rest of the length of the needle, because it's possible it encompasses multiple grid points - in which case you need more data. i.e. the distance to another system which will let you discriminate between the 2 or more candidate points i.i.e. another thin spherical shell which only encompasses one of the candidate points.
Mathematically, that "needle" could be described as a system of inequalities, and then you could add an additional constraint to the system to enforce the 1/32LY grid thing. And then you could theoretically try to solve that system of inequalities, which would give you 0 or more points that satisfy the equations. However, that would be a very complex system of equations.. and my math skills aren't up to be able to solve an arbitrary system of inequalities of that form algorithmically. Although I'm a bit curious if something like mathematica or matlab could.