Okay so using the method Ranzan mentioned I have worked out this rotation. It requires 437 CP 718 craft. It gives you 11 HT under SH2. You can also drop the SH used after MaMa to save 22 CP making the 2 PbP 90% success. This also adds an extra FT you can use. Any skill with a <T> means it is safe to take a ToT off of a good/ex after it without messing up your rotation. Any with a <TT> you can use ToT before or after or both. Any gained ToT can be used to replace a HT with a precise touch if it is good/ex on that touch. <T*> has a comment that explains the conditions of its use.
SH (optional save 22 CP for not using this, not recommended) -14
FTx11 +56 (only need 9 success and 3 have 100%) Total progress = 1149 Total CP used 58. Total Dura used 20! If you get 11 Success the rotation below will finish early If you get more then 103 for a CS2. After 9 success you can take ToT without messing up your rotation
CZ -66 <TT>
IQ -10 <TT>
CS2 8 <T>
CZ -66 <TT>
HT 8 <T*> If you ToT after this you must move one of the remaining two HT in this set after the SH2. You will also no longer be able to take a ToT after the next SH2.
HT 8 <T*>If you did not ToT already during this HT you may take one after this HT and move the next HT after the next SH2. You will not be able to take a ToT after that SH2 as a result.
HT 8 <T>
HT 8 <T>
<Reclaim here if you are using it and do not like your results>
GS -24 CZ should wear here
<Innovation/Observe to fish if you have 14 or 18 CP extra> You cannot do this if you moved a HT previously.
These Skills are required. You have 1 remaining slot for Innovation, Tricks of the Trade, or Reclaim as you choose. You may have more if you already have these in your class skills.
Steady Hand 2
Careful synthesis 2
Piece by Piece
Waste Not II
Edit: Clarified which spots are safe to use ToT without altering the rotation. Added in a bit more rotation altering to allow more flexibility of when to take a ToT.