Firstly, ignore the generated pawn weights. They are never used by the optimizer and don’t reflect anything about what the optimizer is actually doing under the hood. They are created using a simple linear interpolation method to try and come up with some numbers that might lead your next few items in the general direction of your current gear.
We stopped using stat weights many years ago because of how many problems they caused. We are considering changing how we generate the pawn weights from optimization results in a future update, but I can’t say when that change will be ready.
The secondary start target does not allow zero of a stat by design. Doing so causes really strange results in a lot of cases. Requiring that each secondary stat gets at least a small value works out way better. This also reflects the actual state of the game better: no stat is so bad that it should be completely avoided in all situations.
Also keep in mind that the secondary stat target is a “ratio”, not “weights”. We did it like this to more accurately reflect how the game works: the secondary stats interact with each other such that you end up wanting a ratio of those stats, not some fixed amount of each.
The upgrade finder can get a little tricky once you enable a custom secondary stat ratio. This stems from the fact that once you have a custom secondary stat target… you are essentially telling us to ignore our model that can predict performance, and instead shoot for an arbitrary secondary stat goal.
Think of how an item is scored in the upgrade finder as comparing your current stat ratio to your goal, then swap in the new item and compare the new stat ratio to your goal: which one looks more like your pie chart? (There are numerical methods for calculating how similar they are that we use.) That particular item moves you further away from that goal. If you adjust your goal to favor haste a bit more, you’ll see that eventually that item shows as an upgrade.
The upgrade finder can be very sensitive to this secondary stat ratio, especially with jewelry items that move your secondary stats around in larger chunks.
In your particular case… you don’t need to fight so hard against the optimizer. What you are trying to do looks very much like what our calculations would do by default. Try disabling your custom secondary stat ratio, disable “force tier set”, set the strategy slider to somewhere around “Some TUF” to “Mostly TUF”. You’ll see that the result is extremely similar. We have a slightly larger emphasis on crit, but not enough to really change how your gear/play would feel in-game.
And one last note… that particular necklace has benefits that are not personal gains (the mana restore and vers to your ally). We don’t give that value by default, we only value the personal gains. You can always change this though: in the customization settings, you can multiply the value of the special effect on that item to more heavily favor it (e.g. set it to 2.0 to double how valuable the special effect would be). Those settings also apply to the upgrade finder.