I'm delighted that you are doing this. First, please verify a few assumptions:
- The current code is at the google SimulationCraft code site?
- The profiles will be in the same distribution, here, and the version that are there now are just placeholders.
- BM is still not completely implemented (I notice in the code the killing steak is not implemented, for example). I'm delighted at the continual progress, of course. It would be useful to know how much of each spec is implemented? Is there a todo list also stored in the source tree?
It might simplify the initial profile iteration to match the default profiles from femaledwarf.com. Rivkah: are those available? (I coudln't find a way to export a build on FD.)
Here are good initial builds (taken from the corresponding forum threads) for
survival and
beastmastery (I don't have a pointer for MM). For some priority reference, you could start from the priority scheme in the
Faceshooter addon. There are several conditions in the FaceShooter OP that use the current or estimated focus (e.g., "if focus > (BA cost + ES cost - focus regenerated until ES is ready) and player has no LnL buff --> cast AS"). Is there a new syntax for expression that sort of thing?
Some specific changes, comments, and questions on the
survival profile:

talents=http://www.wowhead.com/talent#cZfMMZcrhcMhrRsd
# Changed to the recommend SV spec
glyphs=explosive_shot/kill_shot/arcane_shot
# Changed to recommended glyphs
actions+=/rapid_fire
# I try to avoid stacking this with bloodlust
actions+=/kill_shot
# There is a travel time before it re-enables, so this might need a "wait" state to represent that we are expecting to get another free one.
actions+=/explosive_shot,if=buff.lock_and_load.react&!ticking
# Does ticking take into account travel time?
actions+=/explosive_shot,if=!buff.lock_and_load.up&!ticking
actions+=/black_arrow,if=!ticking
# This should probably be before the non-lnl explosive shot (that's one of e things I look forward to modelling)
actions+=/serpent_sting,if=!ticking
# Similarly move before the non-lnl explosive shot
actions+=/cobra_shot,if=dot.serpent_sting.remains<=8
# Change to <= 1+travel+latency rather than 8?
actions+=/kill_command,if=focus>=60|buff.lock_and_load.remains<gcd
# Changed to KC. I cannot quite tell whether this constrains the LnL sequence to be ES/KC/ES/AS/ES.
actions+=/arcane_shot,if=focus>=50|buff.lock_and_load.remains<gcd
# I think in this case we'd still rather use an explosive shot. Is this trying to model the AS in the above sequence?
actions+=/cobra_shot
# Changed spam shot to cobra_shot
I have not looked at the gear (though since it looks like dual-wield, it probably needs updating too).