I wrote a toy to provide a rough guestimate as to the expected success percentage of number of successes/opportunities/strife you can expect with various target numbers, ring dice, and skill dice.
Said numbers are available in a google sheet https://docs.google.com/spreadsheets/d/1r4Z4TJ1suBf_p4b0rcDJAMH37UjpKdYHtt1myYh3m3Q/edit?usp=sharing
For those who want to inspect the logic, it's available at https://github.com/wastevens/RokuganDice (not my finest work; like I said, this is a toy so I didn't bother with proper unit tests)
TL;DR for the code- basically, on each check, until it's gotten at least TN successes, it tries to keep rerolls, successes, and opportunities (in that order), favoring no-strife results over results with strife.
Once the check has successes equal to or greater than the TN, it changes to prioritizing keeping opportunities, rerolls, and successes (in that order), favoring no-strife results over results with strife.
While not 100% accurate (sometimes you just want to max your number of bonus successes, and if you're going to fail you might aim to minimize strife or maximize opportunities), but I figure it's a reasonable first-order approximation.