I can discuss calibrating in a future post. But for now, I am setting up that discussion by focussing on grouping your Secondaries. If you never upgrade and slice mods that don't have a majority of good working Secondaries, then your calibration is more often successful.
You may not get what you were trying for, but on mods where every stat is useful, you get SOMETHING good. Some attacker-themed mods will still end up with more Speed, some with more Off, some with more CC% and some with more Pot. But since every attacker is different, the ones more TM jumping ability can accept less speed while the ones that inflict fewer debuffs (or, like SLKR, have abilities that inflict debuffs with no chance to resist) can accept less Potency.
Then you juggle: Did you get Potency when you wanted speed? Find an attacker that needs more Potency than speed and give them the Potency-heavy mod to replace a Speed-heavy mod and now you can give that Speed-heavy mod to the character that you wanted the speed for when you started the Calibration process.
If you select the right mods for upgrades, then every hit on a secondary is good. Your job is then to move them around so that the right mod gets to the right character.
PS. I understand the frustration of calibrating and getting the same stat you were trying to reduce. That will always be frustrating, but you can still maximize the odds of getting good calibrations by maximizing the number of secondaries that fit the theme of your mod.
The good news is that you've already done that! You have an absolutely great mod there. The Crit Chance roll is of very low quality, but your Seondaries are Speed, %Off, +Off, and CC%, which is a banger set. Sure your speed is +19 and I understand you might want more, but you got 5 hits of %Off with reasonable to high quality on those %Off hits. This kind of mod on a toon that doesn't need to maximize speed is amazing.
Think about Chewbacca who gets more of his hits from assists, or Jedi Knight Revan who has a TM swap, or GMY who gains +40% TM on basic and has one special that grants a bonus turn. These are all important enough characters that putting a great mod on them won't be a waste, but none of them rely on their speed so much that they can't be happy with +19.