In case anyone hasn't already seen it, Theck has updated his sim for the new GC mechanics (12% proc rate on CS/HotR/Avoids changed from 20% on CS/HotR) and included his usual comprehensive and insightful writeup. Its worth checking out here:
Patch 5.2 Tankadin Smoothness Simulations | Sacred Duty
One change Theck makes is he's more granular in describing damage spikes and how the different gearing sets deal with them. Here I'm lumping them into "big, "medium", and "small" spikes but he gets into more detail in his writeup.
I'm personally still thinking through the implications. As Theck notes, many more gearing approaches become viable. Staying with a Control-Haste build (hit/exp capped and putting everything else into Haste), which most folks are doing now, is the best at eliminating high damage spikes, has the best ShoR uptime, has the highest DPS, and has the most controllable active mitigation. On the downside, its actually quite bad at preventing medium-sized damage spikes and takes
20% more damage than a pure Avoidance-stacking build. On the one hand, sure, non-spike damage within a reasonable range doesn't really matter for tanks. But a 20% variance is probably starting to test the "reasonable range" side of things.
Edit - I'll do a quick Pros and Cons. I'm bad at formatting so I apologize in advance if this looks horribly ugly.
Strategies
Control-Haste (fully cap Hit and Exp, all else into Haste) - Current default strategy (except against heroic Sha)
Pros: Highest DPS, great ShoR uptime%, Great at eliminating the biggest damage spikes
Cons: Takes a lot of damage, bad against medium and small sized spikes
How it works: Sacrifices everything else to maximize ShoR% uptime and reliability. If you're good and can time your ShoR perfectly, can do well.
Notes: High performance sports car build. Can do tricky things with timing ShoR other builds can't do, but low margin for error and you're going to get pummeled a lot. Theck says this should remain the choice for high-skill tanks but I'm not sure pulling off the timing required is even possible. As a tank, high-risk builds seem, well, risky.
Control-Mastery (full cap Hit and Exp, all else into Mastery) - Alternate current default strategy (use vs Sha)
Pros: Excellent against big and medium spikes, great WoGs, doesn't really have any weaknesses
Cons: Pretty much none. Still pretty good anywhere it isn't great. I guess ShoR uptime is lowish but it is reliable.
How it works: ShoR isn't up as much as other builds, but when it is it'll stop a TON of damage. Also, much higher Block% than other builds which smooths out incoming damage nicely.
Notes: This is the... um, Mercedes build? Great at eliminating a wider range of spikes than Control/Haste and still does everything else well. Probably the easiest build to play. Theck argues this should probably be the new default gearing choice and I can't really argue.
Control-Avoidance (full cap Hit and Exp, rest into Dodge and Parry)
Pros: Pretty good against spikes of all sizes
Cons: Its basically like Control-Mastery, except slightly worse at most things
How it works: Kinda like Control-Mastery except instead of bigger ShoR damage reduction, bigger WoGs and higher block%, you avoid more attacks. Net result is you take very, very slightly less damage than Control-Mastery but you get worse spikes.
Notes: Its not a bad strategy, its just not as good as Control-Mastery. The, um, Volvo strategy (given that Volvo's aren't really any safer than other cars anymore)?
Control-Balance (full cap Hit and Exp, rest into a mix of other stats) - What you'll probably use as you gear up
Pros: Its middle of the road at everything
Cons: Its middle of the road at everything
How it works: You equip upgrades as you get them
Notes: Its really not a bad strategy with the strengths and weaknesses of the three previous ones all mixed together. Gear up this way taking all the upgrades you can find, then gradually optimize when you can. There's a reason there are 10 bazillion Honda Accords on the road.
Pure Haste (throw everything into Haste)
Pros: Wow, that's a lot of haste. Extremely short GCD is probably fun to play.
Cons: While its pretty good at damage done (Hit/Exp are still better dps stats than Haste, but Haste is pretty good), its bad at everything else
How it works: Can crank out a ton of HoPo really quickly with super-short GCD and ability CDs, but lack of Hit/Exp makes HoPo generation, and thus ShoR% uptime, unreliable.
Notes: It just doesn't work very well, don't do it. Highest incoming damage PLUS arguably spikiest incoming damage is not a good combo. The Delorean of gearing strategies: Sexy, but ineffective.
Avoidance (throw everything into Dodge and Parry)
Pros: Great at reducing damage taken (10% less than Control-Mastery), Superb against Small and Medium spikes. Very strong at AoE tanking.
Cons: Not great against Big spikes but not terrible. DPS is terrible (have fun missing 1/4 of your moves plus a slow GCD), ShoR% uptime is poor AND unreliable
How it works: If you dodge a blow, it doesn't do any damage. Stripping the points out of Hit/Exp is enough to turn the corner on Avoidance, making it reliable enough to make up for the bad ShoR% uptime.
Notes: If the dps wasn't so bad, this might give Control-Mastery a run for its money. However, after 6 months of hit/exp capping and stacking haste, it feels weird and frustrating to play. AoE tanking could be amazing, though. Who cares if you miss a lot if you get to cast AS every 3rd GCD? The 18-wheeler of gearing strategies.