Gedd - 09 November 2012 11:12 PM
The reason for moving a vert is not about morphing a mesh or moving a lone point. Moving a vert moves the angle of the line of a poly specifically along a given edge. This allows for instance if the mesh *bends* in that area it will bend depending on the angle of said line/layout of polys. This is a big part of what people are referring to when they are commenting on the topology, not the number of polys so much but the direction of lines so that if/when the mesh twists, bends, etc.. during animation or movement it does so cleanly. Hopefully this clears some of this up. Having said that, Roygee gave the best/simplest answer from what I can see. Adding a new line and dissolving the unneeded would do exactly what one wants without a lot of extra steps. A little more then just sliding the vert but not enough to be a bother 
Thanks for the great explanation! : )
Gedd - 10 November 2012 07:59 AM
Pendraia - 09 November 2012 06:09 PM
... but if cleaning up the mesh when it’s distorted is the aim….I’ve used the soften tool under uv and paint to get good results when tidying up an autofitted mesh. You have to be careful with it but applying it sparingly and stroking up and down the edges seems to straighten them up.
Sorry Pen, I misread this for some reason. I was thinking of the D-Former. Yes the soften tool is used at the same time as moving verts around, just for a different purpose. Soften is a great tool for cleaning up distortions.
I’m still learning also, it’s nice to be in a community where we can share ideas and techniques 
Yes it is great to have such a fantastic community that is willing to share…no need to apologise. It’s easy to misread at times…; )
A lot of what I’ve learnt has been through trial and error so I like to read these threads and learn more about the logic/theory behind the practice and what works best.
Cheers
Pen