EDIT: The below is for in-era on a TLP server.
Pretty good reference:
TRIAL OF DESTRUCTION
INI:
[Proving Grounds: The Mastery of Destruction]
MezImmune=a shambling undead knight,a mischievous girplan,an unstable element,a vengeful Muramite,a frenetic discordling,a vicious dragorn
This is fully auto-able with KA/MA as long as you have a decent group with decent gear.
TRIAL OF EFFICIENCY
INI:
[Proving Grounds: The Mastery of Efficiency]
MezImmune=an elite Muramite soldier,a Muramite Commander
MobsToPull=Muramite Commander
MobsToPullSecondary=A Muramite Soldier,An Elite Muramite Soldier
Same as above, and these KA ini entries will help your tank work through the mobs in the correct order.
TRIAL OF FEAR
INI:
[Proving Grounds: The Mastery of Fear]
MezImmune=a cackling skeleton,a dire wolf,a dragorn,an elemental
MobsToPull=a cackling skeleton,a dire wolf,a dragorn,an elemental
MobsToPullSecondary=a fearless Dragorn,a fearless dire wolf,a fearless elemental,a fearless skeleton
MobsToIgnore=a cackling skeleton,a dire wolf,a dragorn,an elemental
You won't be able to automate this one. Let 5 people in your group run on auto, but manually play a character with 3+ fear spells (the fearable mobs are all like level 50). I play my enchanter and mez the dark blue mobs when I'm not fearing the green con mobs.
TRIAL OF INGENUITY
I park my group on the platform, let them auto, then manually play my monk to go get some weapons, assign them out in the loot window, and manually equip them on everyone.
TRIAL OF SUBVERSION
INI:
[Proving Grounds: The Mastery of Subversion]
MezImmune=a dragorn patroller
This one takes the most work, both prep work and in the trial. You need to have a rogue or a bard for disarming traps and picking locks on the regular chests. You need to have a caster with the LDON disarm traps/pick lock spells to disarm the traps and pick the locks on the spell chests. You need to have a priest with the LDON disarm traps/pick lock spells to disarm the traps and pick the locks on the hex chests. You will also need a bunch of Greater Scrying stones from an LDON camp for the caster and priest, as they are required reagents for the LDON spells. Trapped chests must be disarmed, all chests must be picked, and once picked chests must be opened with /open or using the Open ability on your ability hotkeys; I hotkey it because speed is important.
I park my group at the back of the trial and let them all auto. Then I rotate through my bard, enchanter, and shaman to handle the chests they are needed for. I stick with one toon until they are out of chests they can do, for efficiency. Tank/group will pickup and dispatch patrollers at the back of the trial while you run around and pop chests. The first time you go through the trial, get your looting setup so the coins get auto-looted (by the same person, since you have to delete them later). You cannot loot the coins in combat, so when there is about 1 or 2 minutes left in the trial I will make sure to be out of combat and push all my coins to my looter, which so far has always been enough to get me to 300+ points since I started using this strategy.
You really want to avoid accidentally triggering the traps, as you can get snared which will slow you down a lot. The patrollers always drop one of the 10pt coins, and they have too many HPs to be worth killing unless you have to, but whatever ones your group engages, still make sure to loot them cause points are points.
TRIAL OF WEAPONRY
This is a straight up gear check. I recommend setting up bandoliers for everyone for the weapon type needed, and EQBC/Dannet hotkeys on your driver to get your toons to swap at the right times. Consider things like making sure all pets are up and have weapons, turning melee on for your casters, etc. to squeeze out any extra DPS you can if you're cutting it close.