Although I sympathise, this is borderline whining. Yes sometimes you'll have to adjust your 10man composition if you don't want to do the interrupting yourself.
Originally Posted by moz
This is also now (as of 01/05) not true for Skull Bash, don't run with sub-par hit and expect to execute on crucial interrupts all the time anymore.
While this is true, I would ask how important it be that a tank can execute said crucial interrupts.
Up until recently, only Warrior and DK tanks had a reliable interrupt; interrupting was almost universally considered to be solely a DPS task and they did just fine on KT, Vezax, LDW, etc. without tanks in the interrupt rotation, even in a 10m group which has less interrupts available.
Yet the day 4.0.1 drops, interrupting suddenly becomes yet another job thrown on the tanks' already-full plate that they are expected to perform. It seems to me that "needing" to be hit/exp capped so interrupts don't miss is just offloading more raid work onto the tanks.
Perhaps if you are in a 10m group that has a very poor comp, I could see needing reliable interrupts from tanks, but I find it hard to believe you can assemble a 10m that doesn't have one single warrior, rogue, shaman, mage, or death knight. I argue that tanks needing to be in the interrupt rotation is a solution looking for a problem, and we should focus on mitigation and survivability, which at the end of the day benefits everyone in the raid.
Edit: Something that does bear highlighting is that hit/exp do contribute to mitigation through SD, though nowhere near as much as crit and mastery, so while they have merit towards mitigation, it is not much. My point here is that getting the hit/exp caps will depend greatly on each individual situation, and preaching a blanket "everyone needs hit cap for interrupts" is not wise. I understand that was not moz's point, but other forums I visit (and even the other feral in my guild) already have druid 'guides' saying "you need hit/exp cap naoi!!11!" and that is just not true.