I think its a great idea to start getting some stuff out in the open and start to get the compilation going. I personally don't mind doing the legwork, and helping out as much as I can. Math is not my strong suit, so I won't be much help there. We should all work together on this and make sure its a living document. Here's some stuff I've been putting together to help my guild out. It covers most of the basics, and gets into some of the theory-crafting I think we want to get into:
Let's start with spec. Talent trees are very important to the success of any class. Here is the link to the raid spec I have been raiding with:
Talent Calculator - World of Warcraft. The points I've placed in arms should be included in any fury spec. If rage generation is an issue, and this would mainly apply to toons having just turned 80 who aren't well geared, adding Anger Management could prove very helpful. There is a little room for customization in the fury tree on the first three tiers, but beyond that, this build provides the highest DPS for our class. Adding points in Improved Demoralizing Shout or Commanding Prescence may help the raid if utility isn't provided elsewhere. Remember, Battle Shout is trumped by Blessing of Might, and Rampage by Leader of the Pack. You can only have one major buff to each stat in the Wrath environment, and Leader of the Pack and Blessing of Might are actually better for the raid, as they do not require a trigger and do not have to be refreshed mid-combat. However, I don't know whether or not Commanding Shout has lost its effectiveness. Does it get trumped by something else? If not, then specing for Commanding Presecence may actually be viable.
I've also seen many advocates for adding Heroic Fury, but I haven't been exposed to enough raiding content to say whether or not it is helpful. In some pre-Wrath encounters, it was very helpful to have a PvP trinket equiped to get out of things like Ice Block and Slows. IF this talent can get you out of things like that in Wrath content, that it could be quite valuable on encounters that would otherwise require us to equip a PvP trinket. Then we can keep our DPS trinkets, and still have the benefit of the effect of the trinket. Or even if we still wear the trinket, we would have the benefit of its effect twice as often.
In regards to weapon speed, SLOW/SLOW is most definitly the way to go. WW is far and away our most damaging attack. If you run fast weapons, you significantly lower the dmg done by WW. Rage generation is not an issue for fury warriors. It can be streaky at times, but as long as your crit and hit rating are high enough, it should be easy to maintain the use of Heroic Strike on most main-hand attacks, and keep BT and WW off of cooldown. Unfortunatley (and damn you for this Blizzard) our rotation hasn't changed since Vanilla WoW. BT - WW - BT - BT - WW and rage dumping with Heroic Strike when over 50 rage. Blah, I'm sick of it. Things have gotten a but more interesting with the addition of Bloodsurge, which fury warriors should cleary spec for. The trick is that when you proc a BT crit, you have 5 seconds to use the instant slam. So, wait for the open global cooldown before you use the slam. In otherwords, BT crit, then WW (if it is up), and then use the Slam.
As far as stats go, Strength is still the primary attribute for a Fury Warrior. It yields a higher increase in DPS than any other stat. With the soft hit cap for Titan's Grip (TG) being at 361 (with Percision (3)), hit is also a priority stat. However, the absolute hit cap is clearly unrealistic, as it was Pre-Wrath. Thus after 361, hit rating does begin to suffer diminishing returns. Again, I am not an expert in math, but from what I have seen in-game, this seems to be the case. This doesn't mean to avoid hit rating or stop taking pieces with hit on it. What it means is that it is more than likely more beneficial to gem and enchant for Str and Crit after you reach the soft hit cap.
After Str and enough hit to get to the soft hit cap, critical strike rating is incredibly valuable. What I find intriguing is that it now appears that Agility and Crit Rating are calculated 1-to-1. Pre-Wrath, the equation was 33 Agility = 22 Crit Rating = 1% Crit. While examining my character sheet in game today, I noticed that it took the same amount of agility to get 1% crit as it did Crit Rating. Somewhere around 45 of either stat produced 1% crit. Does anyone have any concrete numbers on this particular equation? This could change the way we look at Agility because Agility also produces armor, which in turn produces Attack Power via Armored to the Teeth. It may not be a large return in Attack Power, but it is something.
It is important to maintaina high Critical Strike Percentage so as to allow for as close to a 100% uptime on Rampage (in the abscence of a Feral Druid) and Flurry as possible. With a Windfury totem in play, and a Flurry up, we gain an astounding 41% haste (25% from flurry, and 16% from Windfury). That takes the speed of a 3.5 second weapon all the way down to a 2.1 second swing. Any guild that is at least somewhat organized will have two shamans in a 25-man raid, thus allowing for a WF totem to be down. This allows for very consistent rage generation. Swinging that fast and hitting as hard a 2H weapon does creates a great deal of rage. Having a high hit rating combined with a high critical strike chance allows for us to maintain a very consistent rotation, and allows the use of Heroic Strike on most Main-Hand attacks. Frankly, I've had issues with not being able to dump rage fast enough.
This abundence of haste also allows us to make easier determiniations on the value of stats on gear. Any haste rating past 41% is going to be subject to significant diminishing returns. Such is the nature of stats which are based on percentages. Thus, haste rating on gear looses its effectiveness. This makes haste arguably the least valueable stat we can have on gear, and in my opinion, makes Armor Penetration far better than haste.
Expertise is also an important stat for us. I would argue it is at least as valuable as Critical Strike chance. Dodged and Parried BT and WW's are just bad. So we should most definitly be stacking expertise so as to push them down the combat table, if not off it completely.