I want to try to tie together some of the thoughts on potential build/gear options in 3.3. We're having a lot of back-and-forth for various talents and spells, and the problem is that, now that we can't have everything we want, we need to look at spell/talent choices somewhat as a whole so there's some efficient synergy. As I see it, there are going to be 2 serious options for ICC hardmode work: 18/0/53 with Regrowth* as the secondary direct heal, and 11/0/60 with Nourish.
*Quick sidebar: I've said a few times that the only buff Regrowth got between 3.2 and 3.3 was the 10% from GOTEM. I only recently realized that that's not true--it also gained all the haste that we're equipping for Rejuv purposes. In 3.2, at the Rejuv haste cap, the cast time of RG was 1.67 (and we never used it). In 3.3, at the Rejuv haste cap, the cast time of RG is 1.33 (1.11 with Nature's Grace). It's much better now.
In a 10- or 25-man raid with a generally balanced healing setup (one or two non-Druid healers in 10-man and at least one of each kind of healer in 25-man), the assumption for now is that Tree that will be first person allocated to cover raid healing needs of which there will probably always be some. So we always want to be set up for Rejuv to be the workhorse, as it always has been so far in WLK. One spell needs to be available for throwing direct heals, and the candidates are Nourish and Regrowth.
All that said, what does Rejuv need for maximum effectiveness? It needs the basic resto skeleton (
Talent Calculator - World of Warcraft ) and 735 haste, plus either:
A) The last 7 points in Balance for CF (picking up NG along the way).
B) 121 more haste. Translating to spellpower, this costs 6 gems worth of spellpower, but you'd pick up a few socket bonuses, so let's say around 110 spellpower.
What does Nourish need in addition to what we already have for Rejuv? Empowered Touch, mainly, and also Living Seed. Nothing for haste (Nourish hits 1s at the same time Rejuv does). Nourish wants option B above, as A adds nothing and doesn't get ET (you can cram ET into option A by giving up 2 points in Nature's Bounty, but this further weakens it compared to RG).
What does Regrowth want? It wants Nature's Grace, mainly, and also Living Seed. Having both requires option B, but it can get its important talent (NG) with A.
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That was a lot of setup, but I wanted to really spell it out so the whole discussion is contained in this post. Here are the important factors weighing one way or another.
1) Rejuv alone prefers option B to the tune of 110 spellpower (less if you're getting significantly over 735 haste without gems. Possible already (I am), but not my much, and once Trauma gets involved, not going to happen for a long time). This matters a lot when you're in a serious Rejuv-heavy situation (like Twins), and not using direct heals anyway.
2) Regrowth completely wrecks Nourish in terms of HPET. An non-Nature's Graced, non-glyphed Regrowth is over 1.5 times the HPET of a Glyphed Nourish on a HoTted target. And in a heavy raid damage situation where you're throwing multiple direct heals and benefitting from NG, and potentially having to hit targets that aren't Rejuv'd, the gap is much wider.
3) If you need to dump heavy HPS into one target, you need Nourish.
4) 2/3 of Regrowth's healing is from the HoT. In a pure direct healing situation, where the HoT will actually not do anything, it's somewhat weaker than Nourish. This is really the same point as (3)--where we simply can't make use of our raid-healing/HoT specialty and are forced to try to be a direct healer, Nourish is the only spell that does it.
How do I put all this together?
--In our main familiar role from all prior WLK work (and nothing known about Icecrown is deviating from this), Regrowth is an outstanding complement to Rejuv. It favors the same build, doesn't compromise spellpower stacking, allows use of Nature's Grace, and when we take time out of HoTting to do it, we still get a partial-strength HoT afterwards, so it doesn't compromise HoT coverage around the raid. This is the min/maxy way to optimize your raid healing power.
--In our lesser role, of trying to emulate a direct healer, there's no choice but Nourish.
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Conclusion:
This leaves us with 3 options:
1) Be in the fortunate position of being in a raid group which always has a balanced healing setup with good people covering tanks, so the latter scenario just never comes up in any situation worth speccing for (this is true for me, so my choice is done here, but I know it's not true for everyone).
2) Have 2 builds and 2 gearsets (which is fine unless you, like me, use your second spec for a different role)
3) Compromise your raid healing by not fully utilizing Regrowth. This will probably have to happen for people who can't do 1 or 2. You have to give up CF for ET, and have an uneasy tension between NG and LS.
At this point, balancing these is a personal matter. Hopefully this helps frame your thoughts on what you want to go with.