The first big problem I see here is you're starting off with great strides. That should be saved for the final touch, after all, a double touch of 400 control is worth twice that as a double touch of 200 control with the inner quiet bonus.

Another thing you should look at is putting steady hand AFTER Waste Not. Even if you only have 5 durability, it counts the same as 10, this let's you get the same use of a waste not and maximize use of steady hand charges.

Armorer only gives you a 250% progress skill, GREAT for emergency screw ups in crafting or the really hard crystal synthesis, but not going to get you HQ resources.
Carpentry will give you a skill that trades the inner quiet bonus for a little bit of extra CP. It's sometimes worth it to use that to go for a great strides and touch than just an extra touch at the end. Experiment to find out.

Hope this helps.