Some of the beaten to death horses like revitalize versus LS shouldn't be brought up yet again here. Just because recount doesn't pad the druid's effective healing meter, revitalize is considered sub-par. It is in fact one of the best raids buffs in the game, as many parses posted in these forums have shown. Hamlet's aware of these issues, and I think would be best suited for explaining the common pros-cons of the options we have.
I know about the Revitalize issue and I know of a lot of theorycrafting behind it (which I don't find really convincing since in the end only Rogues, feral Druids and to a limited extend DKs have an actual benefit from it, mana and rage users don't tend to care at all) but I am not aware of an analysis of combat parses that shows Revitalize to be a major raid dps contribution. Could you please point me in the right direction there?
Having such a link in a resto guide would also be very beneficial imo.
Generally I feel the most important part in a finished 3.3 tree guide will probably be the talent discussion. As Arawethion pointed out there still is much unclear and as I see it now there won't be any clear cookie cutter spec, no real "must have" build and a lot of room for personal preference. Having detailed information about all those optional talents (like Revitalize) and their impact on the raid is vital.
Oh and a minor thing: Isn't the haste cap with CF 735 instead of 736?
Another thing I'd improve is the badge section. The problem we face right now is that we won't upgrade from 4t9 until at least 4t10 (if it turns out to be good ... and if it doesn't turn out to be good enough then blizz will either buff it or nerf t9 jus like they did when we didn't want to upgrade from 4t8 to 4t9). Buying the emblem or a trinket or anything will delay your 4t10 purchase, there is just no way around it. There should be a line in there somewhere mentioning the very solid option to just sit on your emblems, collect trophies if possible and get the ilvl 264 4t10 instantly once enough emblems have been collected. That's what I'm planning to do at least, I don't want to delay the t10 purchase for a week or two just to get an insignificant idol upgrade that's irrelevant right now anyway since there are no challening hard modes available yet. Generally with the way content is released and the lack of any kind of challenging encounters (no hard modes) I think "sit back, relax and wait" is the best advice in terms of gear right now.
This spec isn't about to buff Regrowth. It is about full powered Wild Growth/Rejuvenation. Leaving us with Nourish/Regrowth (same as pre 3.3) for direct heals. Nourish will still hit harder, but Regrowth leaves a long HoT buffer. The difference is, Haste (which we not have plenty of) has more benifit to Regrowth, especially past the soft cap.
I don't think using a Rejuv/WG healing style and just replacing Nourish with RG for spot healing is really all that viable.
The problem is that RG will only be a good replacement for Nourish if the NG proc is active. Without NG it casts way too slow so that even an untalented Nourish would be better. So for RG to be a good replacement for Nourish we have to make sure NG is active most of the time - which means we have to use RG quite often. It has to become our new main spell or at least one of our main spells, cast about as often as Rejuv to get an acceptable NG uptime. This is fine since RG and Rejuv have quite similar base HPS (if you take Living Seed into account which can't be skipped for that reason).
If you just use RG occasionally you end up completely wasting those 3 points in NG. It will just never be up, never do anything. So in the end getting CF costs you 7 talent points without any other beneficial effects, sacrificing your awesome 1s spot heal in order to gain a weaker 1.4s spot heal with a small HoT on it and that uneasy tension between Revitalize and Living Seed.
If you start using RG a lot you gain a front loaded heal (which actually is pretty awesome and very useful in ICC for me so far) but lose out on Revitalize (RG doesn't proc it) and you get serious mana issues.
One thing to think about when chosing a RG centered build is that it will benefit from haste far over the cap, meaning that it would be possible to ignore 4t10 and take 3 off pieces with haste on them (and ofc the 2 haste set pieces). Disregarding the mana issues for a moment it might just be that the better RG scaling with haste past the gcd cap makes up for the loss of the Rejuv set bonus (e.g. if it happens to consume the initial Rejuv on the jump).
Without really going all out RG I don't thing that spell is a valid replacement for Nourish. 1s or 1.4s cast time is a huge difference and the harder hitting Nourish might just make the difference in spot healing. The CF build is a good one if you never ever cast any spell besides Rejuv and WG but let's be honest ... do you really do that? Do you never have to help out on the tank for a few seconds during guild progression or pick that dude up that was standing in the fire a bit too long? 7 talent points only to get 121 haste seems a bit much when we have to sacrifice so much versatility for it.
Having a RG centered healing style on the other hand doesn't really have to be that bad. Losing Revitalize hurts, mana is an issue but front loaded spells are easy to handle and usually quite efficient. It might turn out to be viable in full 264 gear (so that we can go past the gcd haste cap quite a bit and get enough spirit/int to be able to sustain RG).