There are some other issues with the class - Poison Scaling, Expose Armor, and so forth - that might be worth discussing further.
Forgive the impertinence of starting a new thread, I'm hoping that the fresh start will generate some more productive traffic. So, to make things absolutely clear: this thread is not to be used to talk about overall rogue DPS. Rather, this thread is for discussion of the other issues raised in the now-locked thread. Excessive wishlisting is a bad thing, but I don't think it's possible to properly discuss problems without also addressing potential solutions and their ramifications. To avoid the "wishlisting" problem, solutions should be couched in generic terms rather than specifics. e.g. "A better way to refresh Expose Armor" is OK, while "We should have a new talent called X, costing Y energy, with a cooldown of Z seconds" is getting pointless.
I think the identified problems fall into three general categories.
1) Scaling issues
* Instant poison scales faster than Deadly, meaning that we are close to the point at which it makes sense for even Mutilate rogues to drop Deadly poison. This will be exacerbated as AP and crit scale with gear, leading to IP outscaling Deadly, and proportionally more Envenom finishers (= less Deadly uptime). Example solutions are reasonably obvious: either tweaking of the AP coefficients of the poisons, or simply appropriate glyphs for Envenom and/or Deadly Poison.
* Rogues scale with raid buffs and/or gear to a greater degree than other classes. This has not been confirmed by detailed modelling, and it would be really nice to see some effort directed towards these ends. However, I find it quite informative that (by and large) the rogues saying our DPS is fine are among the best geared, while those at the lower end of the gear scale are having more problems. Is this a thresholding issue? That is, it may be that certain minimum amounts of hit/crit are necessary to allow rogue builds to function effectively, thus meaning that our scaling at the low end is accelerated.
Intuitively this makes a lot of sense - the small amount of scaling analysis that has been done indicates that we do scale comparably to other classes at higher gear levels. There are three effects that mean our scaling may be faster at lower gear levels. It all boils down to the EP ranking of different stats, which are as follows:
Hit (below yellow cap) > expertise (below cap) > hit (below poison cap) > Agility/AP > crit > haste > AP
Note that the top three stats in the list all have caps associated with them. This is of course obvious - uncapped stats should always scale worse than capped ones. However, what this means is that at teh lower end of the gear curve, before we cap our stats, each itemisation point buys us more DPS than it does at higher gear levels. That means that if we are tuned appropriately for high gear levels, we will be underpowered at lower gear levels, since we have not yet taken advantage of the faster scaling that comes from stats below cap.
In addition to the effect of capping stats, there is also a threshold effect of crit for Mutilate - you need enough crit to be sure of having sufficient combo points to complete a 4+r / 4+n cycle within the duration of a 4 point S'n'D. At lower crit levels it is easy to get unlucky streaks that lead to S'n'D drops or even HfB drops, which respectively cost 25 or 90 energy (plus combo points in the case of S'n'D). This can of course be put down to simply bad play, but my suspicion is that it's easier to play well when you have a high enough crit rate.
2) Itemisation issues
* The biggest one is weapon speed. All Mutilate rogues want 2 , as do all HaT rogues, and even a fist/dagger Combat rogue wants one as well. We are in the same situation we were with combat offhands (and hunters were with ranged weapons), where weapon speed is more important than stats or even ilvl. This is primarily due to the newly-buffed poison damage, and secondarily due to talents like focused attacks and combat potency.
* Hit rating at lower gear levels (= blues / Heroic). Yes, everyone complains about this, and it's easy to laugh at the terribads who mistake caps for goals. However, as has been shown by Aldriana's own analysis, expertise, and hit below the yellow cap are indeed better than any other stat. I'm not asking for fully optimised gear at every level, but if the non-raid / Heroic gear for other classes is more optimised than rogue gear, this could be part of the problem.
3) Opportunity costs of our buffs
* Expose Armor is the big one. A way of maintaining it that doesn't require a full 5 point finisher is desperately needed for this to be desirable in any content. There's any number of ways this could be done - e.g. tying it to some other finisher in the manner of Cut to the Chase, or simply reducing the energy cost of it if used on a target that is already Exposed.
* Other buffs are less obviously broken - we are the best choice for dispelling Frenzy and for Savage Combat. Mind-Numbing poison cost appears to be comparable to the warlock cost, although it's so rarely useful in raids that this seems fairly irrelevant.
* Tricks of the Trade. Not a lot to say here except that our personal DPS should not be balanced on the assumption that we are trading Tricks with another rogue. In that situation it would always be better to Tricks a member of another class.