I don't remember now, but did we only get the mastery bonusses from our main tree? Or was it only the third stat that was exclusive? If the latter then I can easily see MM Hunters going 51 MM and 25 in Survival and going for Cobra Shot instead of Steady. Though, if Piercing Shots remains in some form and applies to Steady but not Cobra, well then it becomes very complex.
Exactly. We have seen even in Wotlk how certain talents can alter the decision of using certain shots over the other. For example, we now have a situation where at lower gear level (and thus lower ArP), the effects of Piercing Shots and Improved SS talents can help a hunter to determine whether to forgo Arcane Shot for a Steady Shot. Also, how in SV only a single talent (Sniper Training) becomes the main reason of forgoing Multi Shot for an Aimed Shot. I figure the same situation can happen in Cata for the Steady Shot vs. Cobra Shot usage. Two or even a single appealing talent placed in MM and/or SV trees can skew the decision between using a Steady or a Cobra, depending on which shot Blizzard intends us to use, for MM and SV respectively.
I just think they don't want that, and they have continually downplayed Bloodlust compared to what the playerbase thinks.
With how the value of haste is going to be exponentially elevated in the expansion for every single class including hunters, it is probably going to be even more important than what it is now. I just hope that haste won't be the new armor penetration.
If they put cooldowns on abilities it will completely devalue haste, and as a result hunters would again get a haste soft cap. If someone were you cast two chimera shots, that would deplete their focus considerably. You would then wait something like 3-4.5s to cast another chimera shot. If things work as they have stated.
We can see a crude analogy of this situation from our soon would-be "energy" using neighbors, the rogues and DKs :
Rogues don't have cooldowns on any of their main PVE rotation skills, and as such we can see that they essentially have no reasonably attainable haste cap. The only "haste cap" they have is when they can pool and proc energy generation faster than they can spend it in their next GCD. With 1.0 GCD skills, this value has to be quite astronomical.
DKs also don't have any cooldown on any of their main PVE rotation skills, technically speaking. A large majority of those skills however, utilize rune cooldowns. We can essentially say that the rune cooldown is the "effective cooldown" of those skills, meaning that in normal situation (no special procs etc) even though those skills are not on cooldown, you can't use them unless the needed runes have finished their cooldowns. As such, most of the time we can see that DKs PVE rotation are limited by their rune CD, not by their runic power availability. This exact same situation would be what is going to happen if most of our PVE rotation skills are placed on cooldown. We are essentially not going to be limited by the focus regen anymore, creating a new haste cap for our focus regen, and defeating Blizzard's very purpose of overhauling our resource system.