Experimentation and "on the fly" adjustments aren't exactly economical when you're working with materials potentially worth hundreds of thousands. It's difficult to even work out how much progress/quality your actions are even going to give since it's affected not only by stats but by the level of the craft. Stuff like Ingenuity 2 certainly isn't going to tell you how much it's helping before you use it, and at that point you're committed to the craft, whether or not you've left yourself in a position where finishing it is even possible. Furthermore, most people aren't really going to consider a 60% chance of getting 100% HQ as acceptable, particularly since even 95% HQ in this game feels a lot closer to 50% than it does to 100. Even highly optimized rotations (or "methodologies") which end up with 0 durability and less than 5CP usually can't hit 100% HQ on max level crafts starting at 0 quality, without relying on procs and/or actions with sub-100% success rates. If what you're suggesting is that you can successfully craft anything in HQ from NQ materials as long as you're willing to do try multiple times until you get sufficiently lucky, well, DUH! You can obviously do that, but you'll be doing so at a massive loss if you're buying materials. The reason why people use sims and rotations is because reliability is extremely important in high level crafting, because if you don't value reliability you're going to end up wasting loads and loads of time.