Innovation (GSM) isn't bad, but it's not as amazing as it sounds. It works off your base Control, not your Control modified by Inner Quiet, so while it's good to use, it isn't crucial. Careful Synthesis II (WVR) is amazing though, and I strongly recommend getting that 1st or 2nd. Even if Byregot's Blessing is better for HQing, Careful Synthesis II makes you no longer have to worry about failing the final synth if you don't have the CP to put up a steady hand and a CSI isn't enough. It also totally replaces both Careful Synthesis and Basic Synthesis, giving you 120% progress with a 100% chance for 0 CP.
(EDIT: Actually, someone below made the point that Byregot's Blessing results in more experience, and you can use CS1 while waiting to get CS2. So, I now agree that CRP is the best to get to 50 first.)
Oh, and one other thing about Byregot's Blessing: it consumes the Inner Quiet stacks, so you want to do it only once per synth, and as the final Touch action you take. It's best to use Great Strides before it, and be sure to have Steady Hand up as Byregot's has only a 90% success rate. This all basically means you need to keep 24+32+22=78 CP on hand for the final touch action, 110 CP if you want to use Ingenuity II as well, and 128 CP if you want to throw Innovation into the mix.
If I was leveling the crafter classes again from 40-50, I would do them in this order (this is subjective of course):
1. CRP (Byregot's Blessing: Crazily good final touch)
2. WVR (Careful Synthesis II: 120% progress, 100% chance, 0 CP)
3-5. BSM (Ingenuity II: Reduces the level of the synth to under your level for five steps, making progress significantly better and also making quality increases better (though Ingenuity has the same effect on Quality as Ingenuity II. The only thing you gain from the II is increased progress))
3-5. ALC (Comfort Zone: +14 CP (or +28 CP in some three-star crafts); exactly as good as 14 extra CP is for you)
3-5. GSM (Innovation: Control bonus equal to 50% of your base Control for three steps; best used to buy time while fishing for a Good/Excellent condition* (see below for sample finishing moves))
6. ARM (Piece by Piece: Progress gain = 33% of remaining progress; saves you 10-20 Durability on endgame non-furniture synths and makes endgame furniture trivial)
7-8. LTW (Waste Not II: Theoretically most efficient CP saving action, but highly limiting; I don't use this at all in endgame crafts)
7-8. CUL (Reclaim: 90% chance to not lose your mats if you fail; Useless (just don't fail!))
* Finishing moves (start at ~128 CP):
1. Steady Hand
2. If Excellent: Byregot's Blessing and skip to 6; otherwise: Great Strides
3. If Excellent or Good: Byregot's Blessing and skip to 6; otherwise: Ingenuity II
4. If Excellent or Good: Byregot's Blessing and skip to 7; otherwise: Innovation
5. Byregot's Blessing and skip to 7
6. Ingenuity II
7. Careful Synthesis II until done
So, as you can see from that snippet, Innovation isn't really THAT important, but it does help. I'd get Ingenuity II first.