Yann
I know my method isn't the better way to do it for being robust, but as Khaz specifically stated X axis, I figured it might be a simple fix if he's trying to minimize his events/calculations per second.
You're right about the dt thing though, I should have used it in my events. Not sure if it'd fit in with my method of avoiding the wiggling (in the second set of events it will always stop within SPEED of the object)
I'm not certain how much more processing power lerp takes, especially as games are usually lagged by their graphical side rather than logical though, so your method is probably the more correct one to use.