head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Optimization · Pure Optimization
Stylish JRPG where phantom thieves steal hearts on a tightly optimized school calendar.

Optimization · Pure Optimization
Etrian-style crossover crawler where party builds and careful map routing carry the labyrinth.
Persona 5 leans Optimization (Pure Optimization); Persona Q: Shadow of the Labyrinth leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 5
Stylish menus, not reflexes
Persona Q: Shadow of the Labyrinth
First-person grid crawl; menus only.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 5
Palace enemies use fixed weaknesses
Persona Q: Shadow of the Labyrinth
FOEs follow fixed patrol patterns.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Persona 5
Fusion alerts and negotiation rolls
Persona Q: Shadow of the Labyrinth
Boost procs and drops add minor noise.
Persona Q: Shadow of the Labyrinth leans a little harder on optimization, though the gap is small.
Persona 5
Confidant calendar routing and baton-pass weakness chains
Persona Q: Shadow of the Labyrinth
Sub-persona builds, map drawing, and FOE puzzles are solvable.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.