This problem is solved by a good шах.timer. I saw this papal game with a timer of 4000+400 on a full WT ;)
There's another problem here - on L+U templates, you can easily award or schedule a final stage on a late stage of the game, and its result will approximately correspond to the expected outcome of the remaining game. But this is not the case on XL+U; often, there are situations where one player can easily win the final stage, but will most likely lose the game.
And it's much easier to award L+U - by the 2nd month, almost the entire map is usually eaten, and any serious improvement is impossible, so it's not difficult to predict the outcome. But on XL+U, it is often impossible to predict the development of events - much depends on who runs where, who stumbles upon the missing item, etc.
Anyway, it's up to you, of course; I'm just giving free advice, which is inevitable like being discharged from the army - you can follow it immediately, or after a couple of long-lasting games.