I'm looking into modifications for Trinity because I don't think that stuck bug on chest two can be fixed on the profile level.
it can with a work around.
<TrinityIfSNOInRange snoid="289796" range="100">
<ToggleTargeting questId="1" combat="False" looting="False" lootRadius="0" killRadius="0"/>
<TrinityMoveToSNO questId="1" snoid="289796" pathPrecision="8" range ="100"/>
<TrinityInteract questID="1" snoid="289796" />
<SafeMoveTo questId="1" x="456" y="374" z="-26" />
<WaitTimer questId="273790" stepId="43" waitTime="1600" />
<ToggleTargeting questId="1" combat="False" looting="True" lootRadius="8" killRadius="50"/>
<SafeMoveTo questId="1" x="462" y="364" z="-26" pathPrecision="1" />
</TrinityIfSNOInRange>
The bot gets stuck in the chest, trying to move through it to get to the loot (from what I've seen running my own chest run profile) - this should adress it by basically trying to stand on top of the item before picking it up.
Didn't test it much yet though because I didn't get the IfSNOInRange working properly and it consumes too much time if the chest does not spawn.
Edit: Did my own modifications and it runs marvelously. Although it skips one of two stones that spawn at the second chest location. Are flipping stones worth it anyway? Feels like they're probably just slowing the run down tbh.