Can't say if it's perfect, but I get HQ on finished 50-star items using normal materials almost 100% of the time, so here you go, this is what I would suggest.
  • ALC15 for Tricks of the Trade. Recovers 20 CP on red orb / Good status. I use this all the time.
  • WVR15 for Careful Synthesis.
  • CRP15 for Rumination.
  • GSM15 for Manipulation. Decent for durability recovery.
  • CUL15 for Hasty Hand. 50% success rate, so near useless by itself. Use with Steady Hand.
  • CUL37 for Steady Hand II. Use this before Hasty Hand attempts instead of Steady Hand.
  • ALC50 for Comfort Zone. Gives you more CP than you expend and some room to work with Tricks of the Trade.
  • CRP50 for Byregot's Blessing. This is your finisher, so to speak. Combine it with Great Strides and Steady Hand / Steady Hand II. Absolutely no Rumination.
  • WVR50 for Careful Synthesis II. Completely replaces Careful Synthesis.
  • GSM50 for Innovation. Arguably better than Observe, and useful for killing another turn hoping for Good/Excellent for Byregot's Blessing.
  • BSM50 for Ingenuity II. Use this when boosting quality or progress for 50-star recipes. You may want to withhold using this skill at the start in order to build Inner Quiet up while avoiding killing your CP.
  • Whatever you feel like from this point on.

You may opt to make some variations here or there. Most of my crafting classes were already up there come version 2, so I'm not certain how well this track would work in practice.