I don't feel I have a great deal to add on the subject bar my experience however I also don't believe this thread needs to start again on first principles as very little has changed since a great deal of calculation was done by nightcrowler, tangedyn, Mijae and others in the
Feral talent WOTLK preview thread. So I'll bring forth some of their conclusions:
This post by tangedyn outlined the two possible cycles to use at 80. First is a mangle only rotation which is made competetive by the 2t6 bonus (mangle energy cost reduction). Second is a standard Shred build priority. I've made a slight modification from my own experience to include FB in the rotation. Combo point generation is such that rip uptime is much longer than the time it takes (generally) to get 5 CP.
Roar/Rip/Rake/MangleSpam strategy
1. If Savage Roar is down and CP > 0, perform Savage Roar
2. If CP = 5 and Rip time > ~7 seconds, perform Ferocious Bite
3. If CP = 5, perform Rip
4. If Rake is down, perform Rake
5. Mangle
Roar/Rip/Rake/Mangle/Shred
1. If Savage Roar is down and CP > 0, perform Savage Roar
2. If CP = 5 and Rip time > ~7 seconds, perform Ferocious Bite
3. If CP = 5, perform Rip
4. If Rake is down, perform Rake
5. If Mangle is down, perform Mangle
6. Shred
7 seconds seem to be a decent general rule for rip uptime, I believe it was also discussed in the thread, but I cannot find it at the current time. To give reason to these priorities; SR is such a massive boost and gains little from extra combo points that it should be used as a priority whenever it drops off, Rip is the finisher of choice for early game but doesn't scale quite as well as FB so this may change, FB should be used when rip has several ticks remaining as you either waste ticks on rip or energy waiting for it to time out, Rake is the highest DPE move we have at the current time and shred/mangle are standard CP generators. The random nature of CP generation and OOC procs make feral cycles almost impossible to plan in advance to this end no *set* rotation can qualify as the highest possible DPS.
Following the page linked above much more discussion of calculation was given (which I'm sure you can read through

) along with simulators built by nightcrowler and tangedyn.
From these simulators a simple flash visualisation was created along with automation for cycles outlined in those posts. It can be found here. All credit for this goes to summlan who first put it forward in this post. (Underlined to draw attention to this really handy tool)
Finally, to add my own experiences. Firstly it is almost impossible to reach peak dps due to the complexity of the (de)buffs we have to maintain and control. On fights where any movement is involved this can be reduced considerably and I don't think set cycles would help that, particularly with regard to SR uptime. I have found the mangle spam strategy to be highly competetive with other classes as a hybrid tank build which includes king of the jungle but not predatory instincts. The mangle spam strategy also reduces the level of complexity which helps a great deal on fights with movement.
Thankyou to those who contributed in both this and the preview thread, I'm amazed they haven't chipped in yet - but I'm sure they will

.