The maneuver itself seems fine. Your proposed sequence of attacks I think is more situational, though in part that also depends on whether you have other bonuses added in due to things like Wolf Pack Tactics, etc. I went ahead and did a full 12 tick sequence using the attack sequence you mentioned to set up the big attack as well as using your highlighted maneuver alternated with a basic attack. It assumes your gladius has an Exceptional Celerity rune on it to keep weapon speed plus maneuver to Speed 4, Recovery 4. If that's incorrect, you'd need to adjust for the slower overall speed. Both sequences would still be the same length as each uses 2 attacks with maneuvers, the difference being dividing the effects over 14 ticks rather than 12.
Unbalancing Attack --> Brittle Bones --> Doubly Destructive StrikeTick 1 - Gladius (with Ex Celerity Rune) (Spd 4) + Unbalancing Attack (+1/4) -1 Spd on Maneuver for Rune
Final: Spd 4, Recovery 4, Damage 1d8 (1d10) +3 (Static) - 3 = 1d8 (1d10) = 10 damage (vs. Discipline)
Tick 5 - Cast Brittle Bones (Spd 4, Strain 1) (vs. Fortitude)
Tick 9 - Doubly Destructive Strike (Speed 4) + Maneuver (+1/4) - 1 Spd on Maneuver for Rune
Final: Spd 4, Recovery 4, Damage 3d8 (1d10 Qu or Mi) +6 + 1d10 (Pr) + 1d10 (Spell) = 36 damage (+2 vs. Avoidance)
Tick 1 - Next action (under 4 points recovery)
Damage over 12 ticks (2 damaging attacks):
vs. AR: 0 - 46, average damage per tick: 3.83
vs. AR: 1 - 44, average damage per tick: 3.67
vs. AR: 2 - 42, average damage per tick: 3.5
vs. AR: 3 - 40, average damage per tick: 3.33
vs. AR: 4 - 38, average damage per tick: 3.17
vs. AR: 5 - 36, average damage per tick: 3
vs. AR: 6 - 34, average damage per tick: 2.83
vs. AR: 7 - 32, average damage per tick: 2.67
vs. AR: 8 - 30, average damage per tick: 2.5
Advantages: single biggest attack (36 avg damage), higher chance for a Wound
Neutral: 3 exploding stat dice (equal)
Disadvantages: Must hit all 3 defenses in sequence, same target must be around for 8 ticks and remain within range
Alternating Doubly Destructive Strike and Basic attackTick 1 - Gladius (with Ex Celerity Rune) (Spd 4) Doubly Destructive Strike (+1/4) - 1 Spd on Maneuver for Rune
Final: Spd 4, Recovery 4, Damage 3d8 (1d10 Qu or Mi) + 3 = 22 damage (vs. Avoidance)
Tick 5 - Gladius (with Ex Celerity Rune) (Spd 4) Basic attack
Final: Spd 4, Damage 1d8 (1d10 Qu or Mi) +3 = 13
Tick 9 - Gladius (with Ex Celerity Rune) (Spd 4) Doubly Destructive Strike (+1/4) - 1 Spd on Maneuver for Rune
Final: Spd 4, Recovery 4, Damage 3d8 (1d10 Qu or Mi) + 3 = 22 damage (vs. Avoidance)
Tick 1 - Next action (under 4 points recovery)
Damage over 12 ticks (3 damaging attacks):
vs. AR: 0 - 57, average damage per tick: 4.75
vs. AR: 1 - 54, average damage per tick: 4.5
vs. AR: 2 - 51, average damage per tick: 4.25
vs. AR: 3 - 48, average damage per tick: 4
vs. AR: 4 - 45, average damage per tick: 3.75
vs. AR: 5 - 42, average damage per tick: 3.5
vs. AR: 6 - 39, average damage per tick: 3.25
vs. AR: 7 - 36, average damage per tick: 3
vs. AR: 8 - 33, average damage per tick: 2.75
Advantages: Higher total damage, single defense attacked (avoidance), flexible targets
Neutral: 3 exploding stat dice (equal)
Disadvantage: unlikely to Wound
It's fair to note that tick efficiency is by no means the driving goal, and it's often fun just to do cool things. It's been a while since I've had an excuse to do an analysis, so thanks for that.
For what it's worth, total damage equalizes between the two approaches at AR 11 at 24 points of damage per sequence.
With a sweep of his hat,
Paul