Bottom line is you want to have a solidified workflow that is squished into "only one variable" if possible. AD2 will also allow you to save an altered drum map, so if the rest of the workflow is the same, you would only need to load your drum map each time you insert AD2 as a VSTi.
If you open AD2, click "?" -> Map Window; then choose "GM" from the upper left dropdown, the keyboard at the right is the input mapping to fire the drums. C1 (key 36) is the default Kick drum input for GM. As you hit a kit piece on the right (can mouse click them or controller), the center of that window populates with the various articulations of that kit piece. From here you can mouse click (easiest) the center to hear a sound, and the Note info displays in the upper left (and shows on the keyboard as well, but only when actually hit).
In practice... say you convert a drum track to MIDI and route it into AD2. You open PRV and one note is hitting the wrong kit piece. Opening the Map Window in AD2, you can click the "offending note" on the left edge of the PRV to fire AD2. AD2 will register it, and show it in the upper left. You can then find the AD2 piece you want, and then click-drag it to the input PRV is sending (one option). If you go this route, be sure to save your altered drum map in AD2!
Another option is to click the note on the left edge of the PRV to select all notes on that key, then shift-drag (to maintain timing) to the correct key. Each kit piece in AD2 should fire as you drag the notes as well. This is a bit more intensive but easy to match "note to sound."
The method of assigning output of AS to other notes requires you to know the note you want to hit (a bit trickier, but can open the AD2 Map Window or even load the AD2 drum map (there is a template in the CW blog)).
As far as minimizing repeat efforts, I have taken to using the AD2 maps, but requires remembering to reassign them on each insert of AD2 (and best to name them with which workflow they go to).
Edit: AD2's default map has more articulations available than GM, so you can also alter that map just as easily. Again, be sure to save it.