Update:
- Sniper Training now increases damage of Aimed/Steady/Explosive by 2%/4%/6%
- Chimera Shot now deals nature damage (ignores armor and is improved by +nature damage debuffs), Improved SS now also affects the sting part of the damage
- Re-implemented Wild Quiver according to Ravenfire's calculations
- added some wotLK mined trinkets
- Glyph of Steady Shot only affects steady shot if there's Serpent Sting in your rotation now
- Pet Frenzy now differentiates between different critrates for specials and melee hits
- Dwarf level 80 has the correct wotLK beta stats, so use that to get a correct impression of mana costs/longevity
Chimera Shot ignoring armor and being boosted by +nature damage debuffs on the boss makes it gain the lead yet again. Or would have, depending on what sort of buffs you have. BM gets a huge boost out of having a MM hunter in the party and a SV hunter in the raid, but with Blizzard assuring us every class will have 2.5 raid slots, that's a bit problematic.
SV hunter raid damage seems a bit low to me, but we're not counting any raid benefits and that'd most likely make up the difference by a big margin.
I still don't have level 80 stats for most races (or level 71-79 for that matter) except dwarves.
Making myself into a dwarf the mana costs for abilities finally take real shape and we can make a more accurate judgement of longevity and sustainability.
From the Hunter WotLK thread I've set the JoW proc amount to about 250 per proc (since that was what a sunwell equipped paladin would get according to the poster). Real level 80 raid values will probably be higher, but only MM spec'ed hunters really have to worry about mana it seems, both BM and SV will probably have enough, even without using a potion.