Turning incidental triangles to quads I'm working on a mesh with a 45° edge which left me with several triangles. I've read in several forums that having tris isn't best practice, and I should strive to always use quads. 

I've come up with a solution, but I'm afraid I'm using "triangles in disguise" along the 45° edge. Is this poor practice? What topology solution should I employ to keep the original subdivisions but no triangles? I can't remove subdivisions, but I can add new edge loops, so this is what I came up with:
Final:



Overview:

This is the cleanest quad topology I can think of.

I don't know if this is the proper way, but for me it works always the best. Try not to think about quad topology but about Edge Loops and how can you use them along the mesh. If you will work that way, quads will come naturally after some time.

Here you have example with Edge Loop that will allow to control sharpness of the Edge itself combined with Subsurf Modifier.