I just posted a new copy of my sim script here:
The Fluid Druid - View topic - Leafkiller's 4.0.6 Feral Ovale Script
I have merged in support for modeling in-combat feral charge and interrupts. This code was taken from the default Mew script. This makes it possible to compare my script with the default script in a variety of configurations. I have included both the default script and my script in a single script file - and I switch between them by changing a variable at the top of the script. I do this because Mew's file IO is pretty slow right now and it is much faster to have a single script loaded and just edit it between sim runs.
In general my sim script is producing between 60-160 dps more than the default script. I tested across two profiles (my toon with 2 piece T11, ilvl 358 and the sample 372 profile). Four scenarios were tested, base dps, dps with mid-encounter Ravages and 0 travel time, dps with mid-encounter ravages and 2 seconds travel time, and dps with interrupts at a 20 second interval, and a 2.5 second cast time.
For the default script, with the 372 profile, glyph of Berserk is very close to glyph of TF, except for one case. When I enable mid-encounter ravages with no travel time, glyph of Berserk lags behind. In my script glyph of TF is best in all cases.
The default script currently has no minimum energy requirement for casting Berserk. Testing this I found that having a minimum energy cap is dps neutral with the glyph of TF, but when you are using the glyph of Berserk, dps does increase with a minimum energy cap. Changing the time guard on when to cast Berserk to 20 seconds with the glyph of Berserk was dps neutral.
I have not isolated all of the differences between the two sim scripts, but some of the dps difference is in the shred code at the end of the scripts. If I simply replace the shred code in the default script with the code from my script, it will produce more dps. Oddly enough, the logic I use mostly came from the default Ovale druid script that was based on pre-cata rotations.