I've never found WN2 useful.
What I usually did is CZ, IQ, CS2's until the next one would finish the synth. Then add Quality : Hasty/Basic/Precise depending on how many more Touches I expect to get, all covered by SH2, and using MM2 to restore Durability. When I'm down to 99 CP and 20 Durability left, SH2 (unless its got 3 or more charges left on it), *GS, *Innovation, Byregot's Blessing (* - if excellent, jump straight to Blessing; on the Innovation if it is Good or excellent jump to Blessing).
For higher level recipes, however, that are 70 Durability, my method tends to be :
Comfort Zone, Inner Quiet, Steady Hand 2. The next 5 moves vary; Precise Touch on any Goods, Rapid Synthesis until it has succeeded twice, Hasty Touch finishes out the SH2. SH2 again at 20 Durability, Hasty/Precise Touch, Master's Mend 2, 3 more Hasty/Precise Touches, Steady Hand 2, two more Hasty/Basic/Precise Touch, Great Strides, Innovation, Byregot's. CS2 to finish.
Several things to note about my methodology here : I have barely enough Craftsmanship at 718 for two RS and one CS2 to finish a level 60 recipe. I'm talking exceeding the Progress bar by literally one point when finishing (I'd do a total of 957 Progress, and 956 is needed to finish).
With 369 CP I have just enough CP to turn three Hasty Touches into Precise or Basic Touch. I tend to backload the Basic Touches, while taking any Precise Touch moves I can. This means that, without any useful Good conditions (skip the one that loves to pop up at 10 Durability when about to MM2 - taking it would throw the entire plan off) after MM2 I will Hasty x2, Basic, SH2, Basic x2 then do the GS, Inno, BB finisher. If I get a Precise in there somewhere, that changes the first of those Basic into Hasty.
The only time to take a Tricks on a Good/Excellent is when SH2 is NOT up. Taking Tricks when SH2 is up throws everything out of whack.
For the 35/40 durability rotation, I do the same thing I've been doing since, well, forever :
1 CS2 to finish - CZ, IQ, SH2, WN, Hasty x5, Manip, SH2, WN, Hasty x4, BB finisher
2 CS2 to finish - CZ, IQ, CS2, SH2, WN, Hasty x4, Manip, SH2, WN, Hasty x4, BB finisher
3 CS2 to finish - CZ, IQ, CS2, SH2, WN, Hasty x2, CS2, Hasty, Manip, SH2, WN, Hasty x4, BB finisher
In the 3 CS2 to finish, the middle CS2 can float around. If the Condition is Good, hit Hasty, CS2 rather than CS2, Hasty. If there is an Excellent in the first three moves under the WN, hit Hasty on the Excellent, then use the CS2 right after. Otherwise, I prefer to use the CS2 in the third move under WN because that does not force me to use CS2 on a Good/Excellent if such happens to pop on the 4th move under WN.
For the 35/40 Durability rotation, I do not take a Tricks if SH2 is up. Unless I get a Tricks, taking a Precise requires that I use SH instead of SH2 on the BB finisher.
The 3 CS2 rotation is something I generally only need for level 59 materials, namely Scale Glue.
In that same vein, the 35/40 Durability rotations are really only if I even care to HQ the refined material. Normally, I just Quick Synth them. Barring some really bad luck, I am able to 100% 70/80 Durability things the vast majority of the time with all NQ materials, and those few times I don't have all been high HQ chances. That said, there is always the luck factor involved when doing Rapid/Hasty, even with SH2 coverage.
Feel free to adapt my methodology, or come up with your own, for non-starred stuff. I chose to meld my gear to 718 Craftsmanship, 671 Control, 369 CP because this lets me make 2 star stuff with Control food. I have not actually attempted any 2 star recipes yet, and those stats do not take into account the one MH tool I've bought with RCS (my LTW can attempt any 2 star recipe without food, thanks to that tool). Since you are still leveling up, and making your gear, you won't be able to use my methods exactly as written; you'll need more RS's for example. And if you don't have the CP you won't be able to do them in any event. But, I hope that this does provide some ideas for you to play with.