I played around with AMR this morning to determine what, if any, modifications need to be made to the stat weights for 5.2. While the tweaked versions seem to work reasonably well, I think they could be made more robust.
The current (tweaked) stat weights were developed before the "Force Hit/Exp cap" option was available. As such, I had to exaggerate the valuation of hit/expertise to encourage the algorithm to cap or near-cap those stats. This was further exacerbated by the relative rarity of rating on gear. It also meant I had to crank up the value for stamina for gemming, e.g. to encourage the algorithm to use hybrid haste/stam gems instead of pure haste. However, those issues are behind us now, so I think it makes sense to adjust the stat weights to a flatter scale. This should help give good results with and without the "Force Hit/Exp cap" toggle checked, and eliminate some of the odd stam-stacking behavior that users have been complaining about.
In many cases it will be worth picking up non-stamina (hit, haste, even parry/dodge) socket bonuses. The low valuation on avoidance coupled with the high stamina weight tended to ignore these, and often mastery/haste socket bonuses. Again, this was primarily because of the exaggerated gap between the "top-tier" stats (stamina, hit, expertise) and "second-tier" stats (haste, mastery). A flatter scheme should correct this, a well as make it easier to include dodge/parry socket bonuses, which would be nearly impossible in the old scheme.
This morning, I worked up stat weights that approximate the different gearing strategies outlined in my recent blog post. I've tested the Control strategies pretty extensively, less so for the avoidance strategies since those are pretty robust to begin with (no caps to worry about). The goal was to come up with a set of weights that:
1) followed the appropriate gearing scheme
2) generally use hybrid gems to efficiently pick up useful socket bonuses (a boon to 10-man raiders, who have long lamented my stam-heavy bias)
3) tend to favor higher ilvl pieces a little more than before (armor is an oft-overlooked smoothing stat)
Here's what I came up with.
Stat Weight C/Ha C/Ma C/Ba C/Av Av M/Av
Stamina 1.5 1.5 1.5 1.5 1.5 1.5
Hit 1.1 1.1 1.1 1.1 0.5* 0.5*
Expertise 1.09 1.09 1.09 1.09 1.09* 1.09*
Armor 1 1 1 1 1 1
Mastery 0.8 1 1 0.8 0.5* 1
Haste 1 0.8 1 0.5 0.5* 0.5*
Strength 0.6 0.6 0.6 1 1 1
Dodge 0.5 0.5 0.5 1 1 1
Parry 0.5 0.5 0.5 1 1 1
*fungible weight - chosen to be low enough to deprioritize, anything lower is likely fine as well.
Dropping the stamina weight to 1.3 will convert from a balanced, hybrid gem strategy to a very aggressive secondary-stat gem strategy. Bumping the stam weight up to 1.8+ will shift back towards a very stam-heavy gem strategy, with the level of single-mindedness increasing as you go higher. 2+ will start using fewer and fewer hybrids, 3+ will almost exclusively use stamina gems unless you get a stamina socket bonus or need the hybrid to achieve hit/exp caps (if that option is enabled).