@Edir: SS already accounts for probable MP gained from the rest of the combat, but has thus far been ignoring MP regen. One one hand, if you have 40 max MP and 40 MP regen somehow, the script doesn't need to stasis for MP. On the other hand, there may be a 40MP skill/combo that the script could cast if only you had the MP for it. This is why I've been ignoring MP regen thus far.
It doesn't work to just subtract MP regen from the cost of skills/combos, since the script has no idea how many skills you're going to use in one combat. Instead, it would make sense to subtract it only once, since regen only happens once. However, this is complicated by earning MP in combat, which you often are if SS is stasising.
The conclusion I arrived at is that the cost of skills ought to subtract min(0, my_mp - (my_maxmp() - regen)). In perhaps more accessible terms, if you have 10 MP regen and 34/40 MP, 4 MP will be deducted from skill costs. However, if you have 20/40 MP, nothing will be deducted since you will still make full use of your regen. This will help avoid wasting regen, while also avoiding double-counting (and therefore misvaluing).
EDIT: @notusername: Ack! Ninjas afoot! You raise some good points. Your first is because ASH doesn't yet know which items are pp-only and which aren't. I'm holding out for a good ASH method of getting all the needed monster drop information. Jason has indicated it's on his to-do list.
SS already considers 100% drop rates for the Concentrations -- you're right that it should also consider that for pickpocketing. I'll get that added in soon.
And, thanks a lot for the ravepocket detection string!! I was wondering if there was a different message, but didn't see anything on the Wiki. I'll get this updated promptly in FTF, since it will affect post-ravepocket decisions.