Well with experimentation by crafting an Astral Birch Lumber and an Adamantite Ingot, I can safely say that my standard rotations are definitely going to have to be changing.
My opener for specialists is thus:
Maker's Mark (MaM) -> Whistle While You Work (WWW) -> Comfort Zone (CZ) -> Flawless/PBP Spam until MaM goes away.
It's very effective, I feel, as it has an 80% chance of completely washing away any CP loss during that phase of crafting.
Then for the second phase:
Inner Quiet (IQ) -> Heart of the X (HotX) -> Steady Hand II (SH2), then a variety of the following skills depending on situation, in order of priority:
-Nymeia's Wheel (If WWW is at 1 stack)
-Careful Synthesis II (If SH2 is not active, Durability is 20/70, and CS2 won't finish the craft)
-Steady Hand II (if SH2 is not active and Durability is at least 30)
-Trained Hand (If SH2 is active and IQ stacks are equal to WWW stacks)
-Great Strides -> Byregot's Miracle (If Trained Hand was activated the turn before and IQ stacks are at least 8, or if Trained Hand was not activated and IQ has 11 stacks)
-Precise Touch (if Good/Excellent, SH2 is active, IQ is below 10 stacks, and I'm not hurting for CP)
-Satisfaction (If Good/Excellent and WWW stacks are a multiple of 3)
-Piece by Piece (If Good/Excellent)
Finish with Master's Mend II (MM2) at 10 Durability
Then for the final phase:
Repeat Phase 2 skill variety until 40-50 durability, depending on craft.
Then the finisher phase:
SH2 (unless SH2 is at 2-3) -> Great Strides -> Innovation (unless SH2 is at 1) -> Byregot's Blessing -> Ingenuity II -> Careful Synthesis II spam
That all seems to work reasonably well without much of a detriment with 410-ish CP (total, with HQ Seafood Stew).
Ultimately, I think the reason they decided to lean so heavily on RNG was to avoid these endgame crafts from being macro-able. But I think they were a TOUCH overzealous on that front.