To elaborate a bit on your post:
I'd include the macro in the OP for Lichborne:
#showtooltip Lichborne
/cast Lichborne;
/cast [@player] Death Coil
Usage:
Replace Lichborne on the action bar with this and spam the button to trigger LB and the self heal at once. Generally Lichborne will be the most potent for the first 2-3 Death Coils because you can pretty much ensure that those 2-3 DCs will not be overheals if you use it right after a big boss burst. While the subsequent DCs are not completely useless, anything past 2-3 DCs has a higher chance to be partial to full overheal. That obviously means you will want to save 60-80 RP for the Lichborne combo before using it. Anything else over that is just the icing on the cake.
As for the spec, I'd suggest you leave it at
31/6/2 +2 instead of pre-allocating the last 2 points into Abomination's Might. I know you mention that later in the post but I figured it would be good to have it all under one spot here as well.
The 31 points in Blood are pretty straight forward; you pick anything that adds survivability. You get a minor choice between 3/3 Bladed Armor or 3/3 Scent of Blood but due to diminishing returns on SoB with a slow weapon the gains between 2/3 and 3/3 are negligible which means 3/3 Bladed Armor trumps that (and it adds more healing to Death Coil, too).
Frost is also obvious, there are no choices. Dual Wielding is dead as you said so it's going to be Runic Power Mastery and Icy Reach.
From here on it's trickier. You have 4 points to play around with, 2 which should be in Epidemic so you only need to refresh Frost Fever every 30 seconds (makes it align nicely with Outbreak and Scarlet Fever innately lasts 30 seconds anyway). That is unless you are on interrupt duty; then you should definitely go for 3/3 Virulence and 1/3 Epidemic instead. The loss of 4 secs on FF is rather minor compared to freeing up 3% spell hit from your gear for proper survival stats. The hit values to be spell hit capped are:
2/3 Virulence: 11% spell hit, 1126 hit rating. This equates to 9.3% melee hit which is 1.3% over the melee cap.
3/3 Virulence: 8% spell hit, 820 hit rating. This is equates to 6,8% melee hit.
0/3 or 1/3 Virulence: Don't even bother. If you are required to interrupt, go respec.
For the glyph section, can you link where it was concluded that Vampiric Blood glyph is recommended? It's basically 15% more healing from outside sources (read: your healers) and from your own Lichborne while active versus losing the option to use VB as a weaker Last Stand to survive burst that would otherwise kill you and 4% smaller self heals from Rune Tap, Death Pact and min Death Strike heals and at the cost of one glyph slot.
That said, that might be one of the things that are encounter dependent but you should atleast list DRW as mandatory since I don't see that one ever being swapped out.
Other stuff:
- Blood Shield is not affected by anything that increases healing done to you as you already noted (including VB) but that also works the other way around: Mortal Strike effects do not decrease Blood Shield potency either. Atleast it's consistent but it's still a bit baffling why Vampiric Blood doesn't get to be an exception to this considering the existence of a VB glyph which is negatively affected by this.
- For the rotation you can generally force UF and/or Death Runes to proc if you keep one Blood Rune on CD permanently and only use the 2nd just before the former nearly cooled down. That way you can create situations where your UF and/or Death Runes are on CD and eligible for RE refreshes for around ~4-5 seconds whereas your Blood Runes will never will be and you will keep up Blood Barrier as well.
- Dark Command cannot miss at all anymore. Even without any hit. I am pretty sure that Death Grip still requires hit though (no clue if it's spell or melee hit now).