I definitely agree (with myself, apparently) Pop'n training mode is way more useful than IIDX. IIDX's random makes up for Training Mode. In Pop'n, not many people use random, and the buttons are so spaced out, that there aren't nearly as many ways to play Pop'n than in IIDX. I actually rarely use it, but I can see how it can be very helpful. I'd rather move on to another song 99.9% of the time, but with a part of a song that's way too complex and annoying to figure out by a few tries in Free Mode (which is what I defaultly prefer and usually end up realizing how to hit something by then, much like IIDX's Double Play mode), I would take it to Training Mode. I pretty much passed Cowboy EX on 4 speed after going from 2 speed (almost failing) on up.
Also, Kaze is the master of Double and Pop'n so I'd tend to agree it works if you use it right. (I can't believe I just said this out of my own free thinking.)
One thing about training mode, though, if not used correctly, just makes all the song's notes into chords instead of the general conception one has of "16th notes" when playing rhythm games. This isn't useful since when the song speeds up they turn back into "16th notes". Really useful for registering big/strangely-combined chords in your brain, however. In Pop'n, Training is useful for understanding how to get your hand from one place to another in the proper manner in order to combo certain sections, if you find it impossible to understand something after various Free Mode plays. There's this one part near the end of Mongol EX that gets me every single time. In training, it would take two seconds to figure out where my hands need to go in order to understand the very well-put-together challenge that Konami made for that measure of the song.
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