Triangles only work well for drawelements due to indexed vertex caching and then only if you revisit the shared vertices of recently used triangles. i.e. you need to exploit the cache by optimizing the order you draw triangles in. I could see that you have fewer constraints when issuing triangles (compared to strips) when trying to optimize for cache but it may be about the same and it’s not as generally fast.
When using drawarrays you MUST use triangle strips at a minimum or you take a 3X hit because there is no caching.
It may still be a wash using strips vs triangles with indexing in drawelements but it’d difficult to generalize. You’ll save on indexes and YMMV depending on hardware.
It also depends HEAVILY on how you optimize the drawing sequence of teh triangles.
I’d still recommend supporting indexed strips with drawelements (or ranged equivalent).