I can see your point in that it isn't necessarily a 12 HT craft without a perfect run but my point is that it has the POTENTIAL to be a 12 HT craft with minimum stats.
If you plan for it to be 11 HT from the start and allow for 1 or 2 FS to be given up for ToT you can turn that CP around into either 1 or 2 guaranteed stacks. It removes the worry of "Can I ToT yet?" during MMrk phase and allows you the freedom to do so. This extra CP also gives you the ability to use a PT should a Good pop up during WNII where you would have had to HT it otherwise.
Every time you're able to use PT you're effectively gaining 20 Durability worth of IQ stacks in 10 Durability which frees up that extra 10 Durability to either account for a failure or be used for something else, such as more Progress if needed. If we assume my rotation will require an extra CSII for completion dropping it down to 11 HT, we can look at potential IQ stacks as such:
No Goods during MMrk
11 80% IQ stacks, room for 1 HT/RS failure
1 Good during MMrk
10 80% IQ stacks, 1/2 guaranteed, room for 1/2 HT/RS failures
2 Goods during MMrk
9 80% IQ stacks, 2/4 guaranteed, room for 1/3 HT/RS failures
Also concerning higher stats, I agree that higher stats will help in general however your rotation relies on 1 more PbP leaving less room for a noticeable change in rotation as you're using less actual Efficiency to complete the craft.
Even though we've proven these crafts can be done at the bare minimum stats I still would recommend anyone attempting them to reach the highest stats they can, prioritizing CP as it is essentially our lifeblood.
Regardless, we both seem to have come up with similar rotations which I find intriguing given the vast complexity of the crafting system itself. I've had a lot of fun coming up with this rotation and I'm extremely pleased at the number of different ways there are now to go about our craft![]()