I'll be posting a new version later today with some updates, but let me try and address some of the issues that have come up:
@dr_AllCOM3 - As discussed, there was a problem where the region wasn't being set to 1 after it did the region check. I think this should work in the new version without trouble, but my region checking is a hack at the moment that I'm not happy with. Let me know in the future if it continues to cause trouble. Regarding the optimizer tending to go over the hitcaps rather than under - that's not the nature of an optimization like this. Tendency would be to end up slightly under, which is technically optimal from a numeric point of view. I'm slowly getting around to fixing the hitcap / expcap forcing options, so that should suffice when they are available.
@elf-boy - If you are still having the issue where it generates sets with no +hit, please upload and PM me a text dump of the results of a calculation. That contains information I can use to determine what exactly is going on. Regarding speeding up the calculations, I'm working on it. I'm talking with someone about helping me make the program multi-thread aware which should result in good time savings, but it's not ready yet. Hang tight.
@radunio - The trinket issue was fixed. It is likely you are using the release that briefly contained a trinket error. Download again and reinstall and you should have no problems. Let me know if the issue persists.
@EvilNuff - The current version does not support weapon speeds, but I've added it in the next version. This should assuage some of your fears that the program is doing something mystical and / or arcane to derive set values. I assure you it is not.
@advocate70 - I'm unable to reproduce this error either on my development machine or on my two personal machines running the most recent code. Is anyone else having this problem?
@ deathsythe / orathar - I'll look into dealing with this. Can you give me an idea of how large the program is growing before crashing? So far I've optimized primarily for speed, but there are ways that I can make the program use less memory. In fact if speed wasn't an issue I could keep memory usage ridiculously low, but I don't think anyone would like those calculation times.
@Anathem - I'll consider making the source public as I've no plans to attempt to profit from this. My hesitation is that I do not by any means know what I am doing, and I'm fairly certain I'd be the laughing stock of the EJ community if anyone halfway competent looked at the code

Regardless if there's something specific you are interested in helping with please let me know and perhaps we can get something set up.
I think that covers most of what was said in the thread since I last checked in. There's been some discussion about weights so I'm going to double check that they are all up to date with the respective threads before posting the next version, but hopefully that won't take long and I can get up a new version this evening. With apologies, Norg, this version will support weapon speed so you may have to do some recalculating. Please don't hurt me.