Just coming back after a year and a half away, and this was extremely helpful - thanks! Your comments re: complexity of calculating to-hit modifiers and ACs (especially in light of boosts in an attack sequence that may or may not be truncated) are dead on. It might make a pretty substantial difference for some of the builds that really give up attack bonus for raw DPS, but there are too many scenarios to try to calc them all - you'd take up all the forum's storage space.
That said, I suspect many players are interested in it not for a purely quantitative comparison across all builds, but for the ability to evaluate very specific circumstances (what's the impact of a given clicky or spell against a given target, or which of their 3 DPS builds should they take into a specific encounter).
Conceptually, it might be helpful to post a discount based on *changes* in the probability of hitting, rather than trying to establish those parameters. I.e., if you go from hitting on 2s to hitting on 3s, you'll do 94.74% of the standard DPS, and if you need 5s, you'll do 84.2% of the listed amount if you're only getting 1 swing off.
Somebody who's stayed in the loop on what the attack bonuses are in the sequence could also blend those to make a single chart that would always be useful for stand and deliver, and another that would always be useful for strafe fighting. Is your chart discounting to 95% to reflect misses on 1s already? (Since it's static, it doesn't matter unless you impose miss chances).