You've lost much of the formatting. Looks like the poisoned modifier on Mutilate is gone (it was buffed to compensate) and the baseline of Ambush and Backstab came down. Everything else is just stylistic tooltip changes.
Rogues who succeed will receive a paired set of daggers that will become increasingly lethal as their bearer progresses along the legendary quest.
At the height of their strength, they will be imbued with the vile essence of the Old Gods, as well as the maddened fury of the Black Dragonflight—bestowing great power upon their bearer. These powers include a stacking increase to Agility which builds until dark wings unfurl from the rogue’s back, removing the combo point cost and increasing damage of finishing moves for a short time.
In addition, the wings which can be spread on command (with no combat benefit) to slow a rapid descent, allowing the rogue to slowly fall to the ground… or enact a little death from above! When it comes to dealing death, the Fangs of the Father promise legendary killing power to rogues of any specialization.
Not quite a Blue Post but from the Q&A going on right now -
Comment From Aurora
I see two new poisons given to rogues in the new talent system, does this indicate we'll be seeing poisons reworked for MoP? As it is the Assassination spec relies so heavily on the instant/deadly combo for damage it's not viable to use anything else.
Ghostcrawler: We are reworking poisons. For starters, rogue damage is balanced around the expectation of two damage poisons, which makes it really brutal to use a utility poision instead. In MoP, you will have one damage poison and one utility poison so you can choose which utility poison to use (and not IF you want a utility poison). We also want to reduce the amount of ramping that rogue DPS requires, such as removing the need for Deadly Poison to stack. (And likewise we want to make Bandit's Guile less punitive when swapping targets.)