Part of it depends on where your focus is going to be. Weakness will benefit other classes more than you since thieves are focused mainly on dodging hits rather than hoping for the glancing blow off of weakness, so it would be a nice benefit for your team, but you are going to benefit from it less overall (PS, I'm a big fan of weakness, but more so on other classes rather than thief, but again, just my opinion).
Going Fury/Might will definitely benefit both you and your team, as well as the extra init you pick up from the Trickery line, plus the reduced CD on Steal (which if you are running with the fury/might/swift on steal, will make it so you can use steal more often and thus be more effective with those buffs). Granted, you will be losing a chunk of damage from ditching Mug, but then again, is it worth it if you aren't traiting to reduce the CD on Steal? Going fury/might/swiftness will directly benefit you over and above going DA with a focus on weakness, as well as benefiting your party.
A final option could be to pick up Flanking Strikes (T-IV) to further increase your damage from behind while you are backstabbing (since I imagine that is where a good portion of your damage is coming from, given your choice of crit build over cond build). Obviously this setup would benefit you quite a bit, but not so much for a group running fractals or dungeons or whatever. But doing more damage on a thief helps your team because you will be able to DPS enemies down faster, thus making other team members rely less on their survival skills and whatnot. In general (at least from my experience), the longer the fight goes, the more chances you (as in, the whole group, not just you in particular) have in going down and not completing the fight, especially with bosses in dungeons.
Edited by Loperdos, 13 February 2013 - 06:47 PM.