Thoughts on changes:
Inner Rage: Interesting concept, but it has the potential to hurt more than it help if the balance is off. If the increased rage cost is worse than the extra damage dealt, you'll have to avoid rage capping even more than before rather than having the downside of rage capping mitigated. It could be useful in PvP if you just wait until 100 rage and then burst even if its an overall disadvantage in PvE.
Gushing Wound: PvP oriented ability mostly. With essentially everyone constantly moving, you can gushing wound every player in a fight, and it's unlikely any of them will be able to find 9 seconds to stand still to let it fade. It also counters stealth classes very well. I don't like that it's usefulness in PvE will depend on convincing the raid that moving the boss a yard back and forth every 9 seconds is a great idea, or its usefulness will be limited only to targets that naturally are moved constantly.
Heroic Leap: Is stated as doing "massive damage" in this post:World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Warrior
Depending on the CD and damage, it could be a strong replacement for charge in PvP and will likely completely replace Charge in PvE considering the extra damage.
HS mechanics: Could be good or bad, difficult to make any conclusions without hard numbers. I'm hoping the extra rage used scales the damage on a percentage basis rather than a flat damage increase like Execute, or it'll fall in the same boat execute did with high rage efficiency at low rage values and poor rage efficiency at high rage levels, effectively working counter to the concept they're going for(wanting to press it when you have a lot of rage, and not wanting to press it when you're low on rage).
Shouts: Don't have to use bloodrage to use a shout, OK. Nice quality of life change, especially after death in a BG or to use just prior to entering combat, but relatively minor. There will be 0 free GCDs to use shouts for rage when sunder is capable of filling in every GCD with a 50% weapon damage attack.
WW: Will still likely be used in single target as long as it hits with both weapons, with priority just above Sunder's for GCD filling. Hits our low target AoE capabilities very hard when combined with losing Cleave spam to the degree it's possible now. I'd like to see the CD on WW reduced to around BT's if the intention is for the ability to be a legitimate source of large-scale AoE damage.
MS: Expected, they've wanted to cut back the requirement for bringing healing debuffs for a while now.
Sunder: Overall decrease for every physical DPS, but will still clearly be a valuable enough debuff that it will be essential to have in any balanced raid. I'd hope to see it eventually being one stack to apply the full 12% rather than 3 separate applications given its reduced effectiveness.
Furious Sundering: Will eliminate free GCDs as fury with sunder capable of filling them all with some decent damage. I have a feeling it will be changed when this becomes the case since it was only intended to minimize the penalty for applying sunders.
Weapon specs: All weapons use sword spec, weapon type will no longer matter for Arms. Goes along with the concept of extra attacks that the Arms mastery bonus provides.
Fury BV: Will still only be valued for the range and duration on shouts and the lack of filler at this level of the tree that has any real usefulness. The extra rage won't be a factor without any GCDs due to furious sundering.
TG/SMF: One will always be statistically better than the other, and because there's no difference in the strengths/weaknesses of either spec with regards to the nature of a fight, there will be no reason to choose the weaker option. Which is better will depend on the bonus damage offered by SMF, the potential value of other talent builds possible by ignoring SMF/TG, and weapon itemization.
Rage vs damage talents: OK. Impossible to speculate without numbers.
Disarming Nature: Turns a good peel against melee targets into a CC against any target. Extremely valuable in PvP.
Blitz: Impossible to speculate without numbers.
Improved pummel: Almost no value in PvE, decent amount of rage generation if fury were to become a viable PvP spec.
Arms Masteries: Armor penetration will be fairly weak without being able to build on it with gear, but it's a reasonable bonus. The bonus swing will depend on the mastery rating conversion, but it should be capable of working well if balanced correctly.
Fury Masteries: Haste's value will depend on its implementation in cata, but they're putting themselves in an extremely difficult position with Enraged Intensity. If they try to balance it as a valuable stat in PvE, it will be completely overpowered in PvP. If it's balanced for PvP, it will be unusable in PvE. Enrage, Frenzied Regen, and Berserker Rage all have very little use in PvE. BR is useful, but is just a drop in the bucket compared to overall rage generation and increasing its value will not make a very significant dent. This leaves the only real damage provided by the talent in increasing the effectiveness of Death Wish.
A 100% increase in DW's strength is only a 5% increase in sustained DPS. Using my gear and current WotLK numbers for perspective, about 220 strength will result in a 5% increase in DPS. Assume Mastery rating is balanced much worse than strength and 300 rating increases enrage effects by 100%(to match the 5% increase 220 points of strength provided), which gives it an SEP of ~.733, around the value of agi/haste. If it were any worse than this, fury warriors just wouldn't be able to make use of gear with Mastery rating on it in PvE, but it would still be disgustingly overpowered in PvP. If we assume it's as prevalent as any other stat and is available on gems, it's quite possible to reach as high as 1500 of a stat if you're deliberately stacking it, which would make DW +120% damage(as in 2.2x normal damage) for 30s, Enrage would be +60% damage when active, and Frenzied Regen would heal you for 180% of your life. Obviously the coefficients on abilities other than DW could be different in this example, but the balance point requirement when considering its impact on DW alone(which would have to be as powerful as stated just to be useful in PvE) would allow for far too much burst in a cooldown.
Prot Masteries: Crit block chance can work quite well with the changes to block and scale nicely if balanced appropriately. Vengeance is a good concept for tank threat scaling, though I think the numbers will likely see changes.
All in all, it seems like a lot of powerful PvP-oriented announcements so far, but most of the PvE information is too vague to go into detail on. Tank information was limited to the mastery announcement.