I prefer Velociraptor Fracturing, as the implementation is more intuitive.
On top of that, most of the code can probably just be reused from RR.
That's actually an implementation of voronoi fracturing right there, incidentally. Some of that was pre-baked (for things that would have a ton of parts), whereas others were done in realtime if they only fractured into a couple of pieces at a time. It's a multithreaded thing, so it was seeding the physics objects that was the biggest cost there. In this case we'd be able to use a lot of the same ideas, and much of the same code.