Hello Pandabearcat!
You look like you're making some great progress on your sim!
I'm the creator of the online sim Chocobro; I know people have their criticism and whatnot, but I wasn't aware of another member of the community working on something similar.
You can find my sim at:
http://chocobro.com/sim.php
It currently supports the same things your simulator does plus really in depth graphing of attempts, plus multiple iterations and some really early stat-weight generation.
I began working on a front-end GUI for adding specific gear in; (i used to import from lodestone, but due to slow update, I decided to remove the feature for now)
Once you sim, you can open the log at the bottom for a readout of procs, buffs etc.
I plan on providing custom priority rotations in the future, but my major hangup is due to a few quirks in damage calculation.
The key reasons why I haven't been focused on updating the sim heavily are:
The damage formula provided by valk is not accurate for varying gear levels. I've been working tirelessly on figuring out a working formula that is valid for all gear levels instead of just hacking away at valks formula to get something "close-enough"
DTR does not scale linearly. Heres some testing I did today: https://docs.google.com/spreadsheet/...rive_web#gid=0
(not really sure about DTR. its a mess)
ACC/Crit etc isn't 100% figured out yet. I have some rough estimates but I hear conflicting results regularly.
Since you're talking about revamping your source code, i'd be heavily interested in working on a software based version of a FFXIV sim.
These type of projects are always best left open-source and done through some sort of version control; just in case the developer quits etc, then someone else can pick it up relatively easily.
I started doing some event-driven work in C++ to gear my chops for a full blown software SIM and also messing with the QT framework for some easy GUI work.
In the future, i'd like to allow priority setups using tokenized strings for import similar how Simulationcraft does for world of warcraft.
For my javascript sim, my original intention was to use the front end to generate an array of functions, then parse those in order instead of hardcoding. If you've ever used EnhSim for Enhancement shaman in WoW, they basically had various sets of identified priorities that you could juggle around and it worked really well without an extremely large amount of code.
so you could move a GUI panel to create an order, for loop the list and generate an array of functions, then have a priority function like:
for (x = 0 ; x <= priority.length; x++){ ... } to search the priority based on array size. Not sure about C#'s internals regarding an array of functions, but depending on how you can use pointers, an array of function pointers could also be viable. You can probably use for in as well.
I'm going to hunt you down on excal and talk some code if you dont mind :P
You can usually find me in irc.quakenet.org #chocobro
EDIT: Just to note on your monk stuff for PB:
While in PB, you effectively have "no stance". So stance buffs dont apply like you would have all stances. The only thing PB is good for is getting greased lightning and damage buffs up as quickly as possible.