Quantum computing & artificial intelligence will solve it BUT..... as it relates to competition between humans it won't impact it.
Machines allow us to move faster than humans but we still have foot races. There are millions of examples. Heck, computers ALREADY play chess far better than any human but human chess has grown even MORE popular while chess engines have grown in strength. It doesn't seem to make people want to quit.

Yes I'm sure whatever you say is correct. I will add this and we can see what others make of it, because I will not allow you to push me out of this thread.
Some of the posters on this and other threads make multiple errors. Firstly, they don't understand that the "strong solution" is merely a vast permutation of all possible move orders within chess.
You seem to have a habit of making errors when rashly claiming others make errors. For example in believing the smart people that have achieved the likes of solving checkers are mistaken in thinking there is a difference between a weak solution and a strong solution.
A 32-piece table base provides a strong solution of chess (very simple instructions suffice to explain how to play perfectly using one). Since the number of legal positions is hugely less than the number of legal games, there is not much point in a game-centric viewpoint - "permutation of all possible move orders". (Recall a strong solution needs to deal optimally with every legal position - that's the definition).
A strong solution must enable easy selection of a good move. One could be stored for each position, which would provide a strong solution that does not contain all the information in a tablebase, but rather more efficient would be to store a single field with one of the following, depending on the position value:
This suffices because it is easy to find all legal moves, lookup the positions that can be reached and see which of them achieves the desired objective (by looking up the same field and finding if it indicates progress).
I will observe that without a 50 move or repetition of position rule it is arguable that all you need is a ternary flag saying "win/draw/loss" for each position. In a winning position this would allow you to win eventually by on every move randomly picking one of the moves that leads to a losing position for the opponent.
The assertion that this provides a strong solution is arguable - it depends on probability 1 of reaching a checkmate eventually being good enough! It is possible (but with probability zero) that the algorithm would accidentally avoid ever reaching mate.
The wins would be shockingly long if this horrible (but simple) algorithm was applied! Eg imagine if you played a rook ending by randomly picking a move that did not lose (or stalemate) every time. You would need a lot of random wandering to hit a sequence that forced mate.
The ideas as I've explained them may seem very simple .... even overly simplistic. But they represent an attempt at looking at the problems from first principles. To achieve any credibility you should address them. I know perfectly well that you are the only person here capable of following them if you wish to.
You aren't addressing the problem of how the analysis is retrieved, for one thing. You talk about flags but have you considered the realities of the analysis? You can't have or you would be adressing my ideas.