My first thoughts are (from one read through)
Redirect: Useful for solo play, but the cooldown is
far to long to be useful in raid or dungeon play.
Smoke Bomb: Quite a situational skill, and the long cooldown seems to go against Blizz's stated desire to avoid people not using an ability becasue "I might need it more soon".
Reducing "white" damage whilst not dramically reducing overall DPS is going to be a very fine balancing act, and I doubt they really know what a
Gordian Knot all the interactions are that make up total damage. This one could take them months to rebalance after release. At first sight, it looks like Haste will lose much of its attraction, but I'll need to look into the poison application mechanic to make a more informed decision.
Recuperate: Probably meant to be a leveling aid, but if it stacks, might have a small utility in dungeons and raids. All depends on how small the HoT is.
The idea of being able to use combo points from dead MOBs is going to be useful, but might prove to be an awkward one to use. I really don't want to have to <TAB> through things that have been killed to retrieve unused points. They say there will be an UI update to help with this, so I'll wait and see.
Applying poison to thrown weapons and using thrown weapons for
Fan of Knives and
Deadly Throw: As Rogues melee, the most use for thrown weapons
is these two skills (and mostly FoK). I haven't looked into Deadly Throw, but for FoK this is a pretty large DPS reduction (unless they give FoK a % damage boost, or create thrown items with a slower speed and higher damage). They might be working on the assumption that adding poisons to thrown will make up fo the loss of FoK damage, but as we have seen in the past, Rogues will change poisons on the fly during a fight (by item swapping - a practice that Blizz changed the
Deadly Poison mechanic in response to). Mainly this will mean Rogues won't carry bows or guns most of the time.
Tricks of the Trade: They have given no details on this, but I have concerns that it might not be good.
Doing away with weapon specializatoins is quite nice (but takes away some of the colour from the combat tree), and it gives Blizz a few less bases to cover with loot drops (look at the fact that there is not even a passable off-hand mace that drops). I'm guessing most fast weapon drops will be daggers in Cataclysm.
So there are my initial thought. I'll probably revise and rethink most of them once I actually get to experiment with how thing work at the moment.