After a lot of experimentation I have found that the value of int in terms of spirit is grossly overestimated
Here is the numbers which fit my situation over many runs:
HC uptime: I have no real way of properly tracking this. The common method of estimating uptime from WWS reports is inaccurate. I use a simple simulation to calculate my uptime based on my casting pattern. I never take SoL so that greatly increases my overall uptime. The worst case senario is 4 eligible casts per 12 seconds. This may be anything between 2 and 5 casts depending on the exact pattern and the vast majority of hte time they come grouped up. Thus assuming an average of 4x1.3sec intervals and 4 possible procs, with a 28% crit rate this gives me an uptime of ~43%. However this is not the case for the entire fight. I estimate that 5% in any fight is non casting time i.e. a period of 15+seconds where I dont cast anything. This is 100% ooFSR time and 0% HC uptime. The rest is split between 95% iFSR with 43% HC uptime and 5% ooFSR time with 90%+ HC uptime. This gives me an overall factor for FSR and HC of ~0.667.
My raid buffed spirit and intellect are ~1400. I am not including the use of the darkmoon greatness card, which raises my overall spirit by about 100.
Regen from spirit = R
At my values this is 704.6810782 total mp5.
Adding 1 spirit raises this to 705.1844218 mp5, which is an increase of 0.503343627 mp5
Adding 1 int raises this to 704.9327051 mp5 which is an increase of 0.251626888 mp5
In an 8 minute fight it is not possible to cast HoH and fiend more than once without losing out overall and they are best used chained when your mana is lowish (Remember that the 20% max mana from HoH actually fills up your mana bar, so you gain say 4k max mana and 4k actual mana, making it easy to lose mana if you use it early). Chaining fiend with HoH increases fiend effectiveness by 16% raising its value to 58%. Getting 4 ticks of HoH gives you back 13.8% total mana for a total of 71.8% max mana once for an 8 minute fight.
Thus per point of int:
HoH+fiend = 0.718*16.5*5/8/60 = 0.12340625 mp5
Mana pool = 16.5/8/60*5 = 0.171875 mp5
Replenishment (95% uptime) = 0.1959375 soon to be nerfed to 0.15675
Overall values:
1 spi: 0.503343627
1 int: 0.742845638 soon to be nerfd to 0.703658138
This is a far cry from the 100% value that is normally being thrown around, at least for the circumstances I described, which are very accurate for my case. Even for people who take SoL, which can decrease spirit regen by as much 5-10%, its nowhere near 2x for intellect. Considering that spirit also gives spellpower, I would definately say that spirit and int are pretty close in overall value.
An important change in terms of regeneration in the new patch is that mp5 has apparently had its ilvl value decreased by 25%(at least on items, don't know if its the same on gems).
[edit] Misread patch notes its 25% increase [edit]
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New patch.
I do not understand why ppl are tripping over the nerf to PoH. Its no big deal. The HPS of PoH is currently so far above incoming DPS that you can nerf it even further without affecting the ability of priests to heal any encounter. All that the nerf is going to do, is decrease the position that priests have in the healing meters and probably not by much. PoH is like 35-45% of our healing.
Blizzard has clearly moved away from the HPS limited aoe healing design. AoE healing is now time limited. That means the crucial factor in determining aoe healing success is how many targets you can hit with a 3k+ heal within a given window of opportunity, that generally lasts less than 10 seconds. Although this heal might not save them on its own it will almost certainly guarantee that they will live long enough for another heal to save them. If you hit anyone ONCE with PoH, nerf or not, they can be effectively considered saved for the immediate present.
I am quite surprised to hear ppl arguing about blessed resilience over serendipity. Blessed resilience is a talent that has no value other than a non-visible increase in healing meter output. It does not help you heal more ppl within the window of opportunity and its so small it does nothing to help with underhealing, which is already a very minor issue with aoe healing. Serendipity on the other hand can increase the number of heals you can land quite significantly, by allowing a different spell sequence:
No serendipity
Precast PoH (it lands after 1.5-2 seconds).
PoM/CoH 4.5-5 seconds
PoH 7.5-8 seconds.
If you do get another CoH at 8 seconds you will sacrifice more PoM ticks, if you maximise PoM then the second CoH is going to land at 9+ seconds
Alternative:
Precast PoM, and CoH when the damage hits (1.5 seconds and you have a PoM jump already).
Hasted PoH, (3.5 seconds)
PoH+CoH (6.5 seconds)
The difference between the two solutions is vast. In the first one you deliver a quick heal, but then there is a lag phase, while you stick PoM on and wait out the GCD and long cast time of the second PoH.
With the second solution you have a PoM ticking already and deliver an instant CoH and a hasted PoH, which will land relatively early after the burst begins (3.5 seconds) and you have time to land a second big fat PoH, CoH combo while it still matters.
Even better you also have the option of adding in a binding heal+PoH combo if you needed it, which only takes 3.5 instead of 3 for a single unhasted PoH.
Blessed resilience is a talent whose only function is to raise your position in the healing meters. Serendipity is a core talent that greatly boosts the your burst aoe HPS.
In my view there are only four talents in the entire holy tree that are mandatory: Serendipity, GS, divine providence and spiritual healing. A lack of any of these 4 talents results automatically in a significantly inferior holy build. The remaining talent choices are very flexible and a matter of playstyle. Blessed resilience is a talent of no consequence.