Ok, HaT working as intended is definitely good news. Now the only problem left with it is: it still needs reliably high critrates within your party to make it match up to the other trees.
Now for the non-dagger sub-build I'm working on:
7/7/50 +7
Scaling has to come from your finishers: hemo isn't supplying much of it.
Energy regen will allow for 1, maybe 2 hemo's per finisher, depending on HaT procs.
->At 1 HaT proc every second, you'll be doing 1 hemo every 4 seconds, saving the rest of your energy for finishers. (4 HaT (4 seconds) + 1 Hemo (3 seconds of energy) + 1 finisher (1 second of energy, gained during HaT))
->At 1 HaT proc every 2 seconds, you'll do around 2 hemo's every 7 second, saving the rest of your energy for finishers (3 HaT (6 seconds) + 2 hemo (6 seconds of energy) + 1 finisher (1 second of energy))
->At 1 HaT proc every 3 seconds, you'll take 2 hemo's every 9 seconds, get 3 other CP's from HaT, and use your energy for your finisher. You can do 3 hemo's, but you'll have to increase the cycletime to 10 seconds if you do, so take the HaT proc and swim in energy. But, since you'll have plenty of energy here, it may be worth investigating whether weaving in Ghostly Strikes could yield more damage.
->At 1 HaT proc every 4 seconds, you'll make 3 hemo's every 10 seconds, get 2 CP's from HaT.
-> Time per combo/finisher set is (3 second * amount of hemo's + 1 second) or (time required for HaT procs), whichever is highest.
Yes, there's still 7 unused talentpoints in that build, I think talentweights will fluctuate a lot, depending on your HaT procrate.
Imp Evisc might actually be looking around the corner for high procrates. It will definitely outperform Lethality once HaT starts proccing more often than once every 2 seconds.
Malice will remain a good talent to improve your procrates yourself, as well as improving your damage.
Ruthlessness seems to be an overkill on combopoints for high HaT procrates, but a requirement for lower procrates
DW is a must-have, as always
Imp SnD is also a must-have, or you won't be able to squeeze in enough extra finishers to make the difference.
Hitrating isn't as big an issue as it is for combat or assassination builds, assuming you're (easily) yellowcapped, and less reliant on Poison and not at all on Combat Potency.
Expertise certainly is an important stat. Reliability on special damage is a lot higher, every parried/dodged/blocked finisher costs you more DPS than a blocked hemo or Sinister Strike.
And yes, I know, finisher damage is only ~10% of our DPS. But if you look at it from another direction: doubling finisher damage means a DPS increase of ~10% as well.