I've been wondering about the possibility of an extra CZ due to the longer flawless synth phase on 4star crafts, but in your example, if your 3rd CZ is overriding the last 2 steps of the 2nd CZ, aren't you actually losing 2cp in total? It costs 66 and you only regen 64 in 8 steps. If you removed that extra CZ completely, you'd have 25cp leftover instead of 23 and the rotation would not change.
Since the most you can clip CZ and still come out ahead is 1 step, you have to reverse CZ and Inner Quiet at the very least, in order to buy more time for it to run out. Doing that would alter the rotation down the line since now the 3rd CZ will end 1 step later, which leads to..
Hmm.. after some tinkering I think I've been able to optimize it slightly. I moved the 3rd CZ back two steps to make full use of all 10 charges from the 2nd CZ - it's ok if it eats one SH2 charge because the SH2 > WN2 quality phase wastes one charge of it somewhere anyway, I just moved it to a better place in this one to buy time for CZ. The alignment of the 4th CZ seems to be rather good, as SH2, WN2, and 8 hasties is exactly 10 steps after the 3rd CZ.
This one reaches 12 hasties with 2 CSIIs and Bryegots under ing2, which makes me quite optimistic and should make it quite resistant to failing too many flawless synths. Sadly once again it requires 477cp, which is 1 more than the 476 cap without melded weapons - so you can't do this with i200 augmented weapons.
At my current stats, CSII unbuffed hits for 139, ing2 CSII for 192, and ing1 CSII for 172. So if you go for the ing2 finisher, in order to not have to convert any hasties into extra CSIIs you need at least 1604 progress after the FS phase (that's 2 failures, 1684 - 40 - 40).
*Bonus if you have 480 cp: you can use SH2 instead of SH1 for the finisher, and swap the position of the first CSII with an earlier hasty touch, if you know that 2 ing2 CSIIs is going to be overkill for progress.