Changes since the current test release includ
Adding the Pucture line. (Because of your tip)
prior to your comment.
Already added the Thief's Vision line - But needs to be adjusted to allow for Shadow Hunter's Dagger while the buff is active.
While I am pushing for a release on the first, it's due to popular demand and with the understanding that it will not be complete. I will ensure I notate that in the overview when I do release it.
Speaking of the overview. I've listed the abilities that are currently captured (not nessisarily used) and the ones I currently have no plans to use (short of someone giving me information that would make me feel otherwise about it)
There's still quite a bit of coding for this left, specifically:
Sneak Attack abilities. I have to take the time to sort that logic out.
Unused but planned other abilities.
Adding in the clicking of the Epic - When should that happen? Open to suggestions.
Timer 18 - Jugular Line: Everything on the Jugular line is now allowed during combat with the exception of Slice and Slash (Assuming the mobs live long enough for that to matter

)
Timer 16 - Knifeplay hasn't been added into DPS Routine, Would likely be used after Executioner's Fades.
Timer 15 - Level 109 "Aculeus Discipline", Level 104 "Arcwork Discipline", Level 99 "Aspbleeder Discipline" haven't been placed in the DPS routine.
Timer 14 - Razor's / Ragged Edge - Haven't been added to the DPS routine. (Dubbed REdge)
Timer 12 - intending to use Vexatious Puncture and Disassociative Puncture - Haven't decided on any of the "SmokeBlah" line, or Fadelure. (Suggestions as prior to level 104 that timer won't be getting used currently)
Timer 11 - reserved for absorbing agent?
Timer 9 - Not implemented for any throwing abilities (reserved for CA that fall into the Barrage/Fellstrike line) - Though after Elbow Strike at 5, nothing else appears until level 85 using this method. There are some lower level things I haven't had the time to research, but take suggestions :-)
Timer 8 - Skopikis Blade/Reefcrawler blade (I added this, not sure if that made it to your current test copy)
Timer 7 - Saving timer for Twisted Shank AA
Timer 4 - not using Deadly Precision or Blinding Speed, instead using Deadeye Disc until Twisted Chance. This seem reasonable?
Timer 3 - Executioner line - Logic to get select it added, but no logic added for it's use. (Using it after twisted chance fades is the plan)
Timer 2 - Not currently implemented at all and not entirely sure if I do have any plans for it, but open for suggestions.
Timer 1 - None of the "Escape" line is used, but all of the "Bleed/Slice/Hack etc" line is being used.
Timer 1 - Plans for ProcureSap - though I'm not sure that anyone uses this or if it's effective etc. Please make suggestion on if it should be summoned.
Timer 0 - Shrouding Speed Shock - hasn't been added - When should that happen? Open to suggestions.
Timer Neg 1 - This is a shared cooldown with Shadow-Hunter's Dagger, Theif's Vision/Eye, and Conditioned Reflexes - Plan to use Thief's Eyes/Vision first, and then once the buff is active allow for Shadow Hunter's Dagger to fire. Having the buff will be required for Shadow Hunter's Dagger to fire. That will allow us to use both. Then, during downtime the rogue will use Conditioned Reflexes if needed and the timer is ready.
That's a basic list of things I still need to consider as things move forward with the plugin. Obviously the details of sorting that all out are my own delimma, but I'm open to advice for the ones I'm unsure of or in general.
Something I'd like to know (haven't got around to testing it to find out) is how long must one be invis before they're considered allowed to sneak attack? I can create a timer to track when I get the Hidden yourself from view message, and the break hide message to keep trade of my hide status and how long I've been hidden to know if it's something I can fire. Though implementing it could be a whole other project all together which is why I've not done any testing related to it yet.

Can't wait for the 1st either.