If you want something to be guaranteed, you can enter this inside the groupZpackBoss lootgroup:
<item name="toolBeaker" count="1" loot_prob_template="guaranteed"/>
I need to go test this, but:
1) I think, for the specific example of the groupZpackBoss group, since it has count="all", you would not need to use loot_prob_template at all. Just put <item name="toolBeaker" count="1" /> in there and it will guarantee a beaker.
2) That said, putting the loot_prob_template="guaranteed" wouldn't hurt anything; unless there is a force_prob="true" on an item in a count="all" group, every entry is considered to have a 100% probability of being chosen anyway, as you pointed out.
3) I think that in more generic lootgroups which do not use count="all", that loot_prob_template="guaranteed" does not
acutally mean guaranteed. I think you'd need to add the force_prob="true" in there, but even then I'm not sure how it will react. Consider:
<lootgroup name="foobar" count="2">
<item name="foo" loot_prob_template="med" />
<item name="bar" loot_prob_template="guaranteed" />
</lootgroup>
That ought to resolve to this (my claim here is that there isn't anything special about the "guaranteed" probability template - it just maps to 1.0):
<lootgroup name="foobar" count="2">
<item name="foo" prob="0.5" />
<item name="bar" prob="1.0" />
</lootgroup>
And I think that means a 33% chance for a "foo" and a 67% chance for a "bar", which would be checked twice because of count="2". If we add force_prob="true" in there:
<lootgroup name="foobar" count="2">
<item name="foo" loot_prob_template="med" />
<item name="bar" loot_prob_template="guaranteed" force_prob="true" />
</lootgroup>
Then...it gets weird, I think? This is really what I need to test. I believe the force_prob flag means "do not add this up with the other probabilities, just use the raw probability as is". Which would mean, I think that
both "foo" and "bar" would have 100% chance of returning. Because "foo" is the only item which is to be added up & divided out and 0.5/0.5 = 1.0 and of course "bar" has a forced 1.0 probability.
The point I'm getting at - my theory, which I need to test - is that in spite of its name, "guaranteed", the loot_prob_template doesn't actually guarantee anything except in particular situations where force_prob="true" is used. Where I might be going wrong is if the code is actually testing for the word "guaranteed" and then just monkeying with the calculations behind the scenes. That is, it doesn't treat it like any of the other prob templates. Could be.
Test results coming soon.