2-roll isn't expressing itself properly.
What I mean is, less hit rating/expertise rating should mean fewer crits. When I remove all hit rating and all expertise rating from gear, the number of crits remain the same. The expected crit should be around .88 x the original number of crits. So instead of seeing 44.4% or so, I should see 39.2% or so without any hit/expertise gear.
Edit:
I set out to find the difference between losing 4% miss and 4% dodge, but I only have the outputs which can point to places to look at.
After 100,000 iterations, I feel like I got differences to a consistent level. From the report:

Player=Druid_T8_00_55_16_Half_Hit DPS=6728.2 (Error=+/-1.2 Range=+/-812) DPR=534.1 RPS=12.6/12.4 (energy)
Core Stats: strength=91 agility=1138 stamina=1117 intellect=115 spirit=135 health=18644 mana=3466
Spell Stats: power=0 hit=5.0% crit=13.8% penetration=0 haste=9.1% mp5=0
Attack Stats: power=6581 hit=4.0% crit=25.9% expertise=6.4 penetration=19.2 haste=11.8%
Actions:
ferocious_bite Count= 6.5|43.3sec DPE=13868| 4% DPET=12060 DPR= 219.0 Miss=4.0% Hit=7537 Crit=17137|23186|69.2% Dodge=0.1%
melee Count=426.0| 0.7sec DPE= 1354|29% DPET= 1946 DPR= 0.0 Miss=4.0% Hit= 924 Crit= 2104| 2787|44.3% Glance= 695|24.0% Dodge=0.1%
rake Count= 31.8| 9.5sec DPE= 8009|13% DPET= 6964 DPR= 241.8 Miss=4.0% Hit= 750 Crit= 1701| 2100|44.3% Dodge=0.1% TickCount=90 Tick=2437
rip Count= 10.4|28.2sec DPE=46744|24% DPET=40645 DPR=1675.1 Miss=4.0% Dodge=0.1% TickCount=127 Tick=2352 CritTick=5333|5467|49.2%
shred Count= 84.4| 3.5sec DPE= 7000|30% DPET= 6086 DPR= 280.3 Miss=4.0% Hit=4587 Crit=10427|12824|44.5% Dodge=0.1%
Player=Druid_T8_00_55_16_No_Expertise DPS=6661.2 (Error=+/-1.4 Range=+/-980) DPR=529.6 RPS=12.6/12.4 (energy)
Core Stats: strength=91 agility=1138 stamina=1117 intellect=115 spirit=135 health=18644 mana=3466
Spell Stats: power=0 hit=9.9% crit=13.8% penetration=0 haste=9.1% mp5=0
Attack Stats: power=6581 hit=7.9% crit=25.9% expertise=2.5 penetration=19.2 haste=11.8%
Actions:
ferocious_bite Count= 6.4|43.9sec DPE=13850| 4% DPET=12043 DPR= 219.4 Miss=0.1% Hit=7519 Crit=17104|23186|69.2% Dodge=4.0%
melee Count=426.0| 0.7sec DPE= 1354|29% DPET= 1946 DPR= 0.0 Miss=0.1% Hit= 924 Crit= 2104| 2787|44.3% Glance= 695|24.0% Dodge=4.0%
rake Count= 30.7| 9.8sec DPE= 8008|12% DPET= 6964 DPR= 241.9 Miss=0.1% Hit= 749 Crit= 1701| 2100|44.3% Dodge=4.0% TickCount=87 Tick=2437
rip Count= 10.0|29.2sec DPE=46742|24% DPET=40646 DPR=1678.9 Miss=0.1% Dodge=4.0% TickCount=123 Tick=2352 CritTick=5333|5467|49.3%
shred Count= 85.3| 3.5sec DPE= 6993|30% DPET= 6081 DPR= 277.1 Miss=0.1% Hit=4584 Crit=10421|12824|44.5% Dodge=4.0%
Observations:
1) It's clear that 129 rating (whether hit or expertise) is the source of 4% of hits not landing. So it's not anything to do with rating conversion.
2) The differences between 4% hit and 4% expertise are very simple. DPEs are more or less the same, but the difference is that when you lose expertise, you lose 1 shred, 1 rake (all 3 ticks), and 4 ticks of rip (possibly from the CP lost from 2 attacks?) Add those attacks up, and you end up with ~80 DPS over 300 seconds. That's exactly the damage gap we're trying to cross.
First suspect, energy regen. So we'd see somewhere in the neighborhood of 2 procs of OoC missing somewhere, or lots of refunded energy differences. The energy regen, however, doesn't really bear that out:
Druid_T8_00_55_16_Half_Hit:
energy_refund=103.8
energy_regen=2953.9
omen_of_clarity=1161.0
primal_precision=16.2
tigers_fury=598.1
Druid_T8_00_55_16_No_Expertise:
energy_refund=104.0
energy_regen=2953.6
omen_of_clarity=1154.5
primal_precision=15.7
tigers_fury=593.6
So 8 energy from OoC, 80% return from 35ish energy (so 29 energy), and about 6 from Tiger's Fury. OK, so that might explain half the difference-- 43 total energy, when we're missing a rake and 40% of a rip... Weird that it's an issue across multiple sources, though.
No conclusions yet on that, but here's another issue, looking through a debug run:
221.40 Druid_T8_00_55_16_No_Hit gains 1 (1) energy from energy_regen (40)
221.42 Druid_T8_00_55_16_No_Hit schedules execute for ferocious_bite
221.42 Druid_T8_00_55_16_No_Hit performs ferocious_bite
221.42 Fluffy Pillow avoids ferocious_bite (dodge)
221.42 Druid_T8_00_55_16_No_Hit gains 28 (28) energy from primal_precision (28)
Ferocious Bite only consumes "extra" energy when it lands. Otherwise, you lose the energy of the base cost of the attack. So...
Without Primal Precision:
FB at 40 energy hits, consumes 40 energy, 0 left.
FB at 40 energy avoided, consumes 35 energy, 5 left.
With Primal Precision:
FB at 40 energy hits, consumes 40 energy, 0 left.
FB at 40 energy avoided, consumes 35*.2=7 energy, 33 left.
Edit2:
result_is_miss() in sc_action.cpp should include dodges as well as misses/resists! I think this is the real problem.
So what this does, later on, is dodged DoTs end up sharing a cooldown with landed DoTs. When this happens, rakes can't land for that 9 second period (even though it's not doing damage). Given 30 rakes in 300 seconds, and 4% chance to miss, losing approximately 1 rake is ballpark correct. We also lose Rip uptime for the same reasons-- with 80-85% uptime and a tick every 2 seconds, that's 120-135 ticks, of which we lost 4-- ballpark correct to 4% (I'd like to see 5, but...). Losing that rake means we have more energy we have fewer OoC procs, which explains the small energy loss in OoC, and since I'm using the energy pooling method I put up a few posts ago, Tiger's Fury is eligible less of the time.
And then, expertise falls back to normal (hopefully) in scaling rankings because it's not negating the this phantom bleed scenario, final damage with hit/expertise capped gear is still in the right place (shouldn't change much), and maybe I can finally start working on improving the cycle. (The FB nerf means the thresholds on it should change, to start.)