Something i've noticed about rushing, hoping to confirm my findings
1) caps and exp seem be the same no matter how high your specials are or your room upgrade is. Based entirely on fail chance (50% fail = 50 caps)
2) Fail chance seems to be based off of room, not dwellers.
3) Anything past 74% seems to always fail (not sure if its a bug or terrible luck. Even with a terrible chance of succeeding, you'd think it'd work once)
4) Higher stats don't seem to increase production, though it seems to lower fail chance? Doesn't seem to increase rewards.
If all of those are accurate, then it seems the best way to "farm" caps is to have dozens of un-upgraded, 1-sized rooms with 2 dwellers with your best gear. I'm not sure if primary stat or luck would matter much for rushes but I haven't noticed much of a difference.
As a side note, lower fail chances seem to be a double edged sword. You're almost guaranteed lower fail chances but they only provide small amounts of caps and small exp, which higher fail gives more caps and exp.