It's really hard to calculate damage on weapons in non-min damage situations, since the ACs of mobs change a lot from mob to mob. It's pretty easy to calculate it in min-damage situations though.
If you're 1/1 with 50% crit and 1400 MA skill (dunno if that's realistic numbers for an MA though):
30 attacks per minute, half of them crit:
503*15 + (136+525*(1+1080/400))*15 = 7545 + 36685.5 = 44230.5
40 attacks per minute, half of them crit, 14 hits with fist, 14 with QL150 TT, 14 hits with Hazangerine Claw:
503*7 + 2078.5*7 + 301*7 + 2103.5*7 + 108.5*7 + 972.5*7 = 42469
So, the TT+Claw+MA option seems to lose out here, but there are some things that you need to keep in mind:
You will get 4/3rds more out of all the add damage gear you have.
You will have procs running 4/3rds more.
For the multi-wielding combo to OD fists in a min-damage situation, you need 176 add damage, you should have more than that without even trying. But the question here becomes, how much ACs do the mobs in sec10 have?
Also, the more MA skill you have, the better pure fists will look here, and the more add damage, the better the multi-wield will look, and the lower the ACs are, the better fists will look (fists will do a base crit of 1085 with 0 ACs, the claw will do a base of 473, and the TT will still do a base of 601, and it takes more ACs to bring the fists down to min damage than the claws, ~15k ACs for fists vs. ~7k for claws, and 0 ACs for TTs).
Now _this_ is where your method of runnigng DD shines noobas.
EDIT: Oh, I forgot to mention, TT+Fists will OD pure fists in a min damage situation, even without add damage, atleast with 50% crit. But really, more numbers are needed to make these calculations close to correct.