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Because Speed generally goes against area and/orCost, so optimizing for one usually ruins another. You are 'supposed' to try each puzzle three times, one for fastest, one for cheapest, one for smallest.
The entire point is that faster machines will usually be more expensive and vice versa. The game provides a wonderful set of tools for trying to optimize one or the other. But sometimes you will be doing a puzzle and you will see a trick, something that seems clever, that adds a lot of speed at low cost, or subtracts a lot of cost at not much speed cost. These "easy wins" as you would think of them in an engineering environment are not rewarded by any of the games metrics, and I don't see any real reason not to keep them.
Bascially, if you want to play 3 times (once for speed, once for cost, again for size) then maybe you would also be intrigued by that tiny bit of the 2D histogram where someone made something almost as fast as your fast solution AND not that much more expensive than your cheap one and maybe you would try and beat that.
Meh, if no one else likes exploring compromises then no problem. Just a suggestion.