You said nothing to address the vastly different ways 1-handers will generate rage compared to 2-handers and how you will close the damage gap between them.
Are you talking about Arms vs. Fury? That's not that hard. Arms can have a talent to let them generate more rage with a two-hander or require less rage for their attacks.
Are you talking about 2H Fury vs. 1H Fury? The Single-Minded Fury talent could literally say "Your one-handed weapons do damage as if they were two-handed weapons." The talent gives us a dial and we can tune it up or down for whatever we need.
It's much easier to make dual-wielding one-handers and dual-wielding two-handers do equitable damage than it is to make dual-wielding one-handers and using a single two-hander do equitable damage, if that makes sense.
Why? Both I can understand, but why exclude threat management? Why is tank death more engaging than threat management? The former primarily involves one or maybe two members of the group, the latter is engaging to everyone.
I understand the appeal of threat management from a logical sense, and your point about it being engaging to everyone is compelling, but in application we find that it's one of those things that a lot of players just don't find fun. The UI doesn't do a great job of explaining threat, and even if we could build a UI to portray it in a more exciting way (which to be fair, we probably could) it's still a pretty intangible concept compared to damage and healing so I'm not sure it would feel great even then.
Many DPS players don't like the mechanic that there's this higher level of damage they could achieve if only they weren't constantly being throttled by this one dude up in front. It often ends up feeling not like the group is overcoming a challenge together, but that the dude in front needs to get his act together. It just makes tanks feel weak. When the raid dies because the boss hammered the tank, then that feels cooperative because it's the raid vs. the boss. When the raid wipes because the warlock got aggro, then it feels like it's the tank vs. the warlock (or maybe the raid vs. the warlock or the raid vs. the tank).
We always see a lot of negative feedback from tanks when they feel like they can't hold aggro. To be sure some of that is relative when the warrior sees the paladin generate more threat, but it's also a pretty constant source of friction for tanks when they feel like they don't have the tools they need for the job. You can write that off as casuals who just want free epics, but I think we see "we can't generate enough threat" feedback more than we see "please nerf this boss; he's too hard" feedback.
Really, we're talking about relative degrees though. No warrior tank should be able to Thunder Clap and then go get a beer because they're going to then maintain aggro no matter what. In the situations where that happens today I think it's because of overtuned abilities like Tricks or Misdirect (or sometimes tank abilities themselves).
Perhaps put more succinctly, a lot of tank players just seem to find the survival game more fun than the threat game.
I know that's slightly off topic, but I respect Vontre's opinions and wanted to go into a little more detail.
They should've just combined the three specializations into one from the start rather than remove Poleaxe and Mace spec's entirely. I'm sorry, but Blizzard, you screwed us on this one. Both Poleaxe and Mace spec's gave us more DPS than the extra swing proc from Sword spec and you nerfed that by screwing with its proc.
I'm sure we'll end up saying similar things several times this week, but if it helps, imagine that every number in the game either doubles or gets divided by half at random. In other words, you don't know how much damage or even how much crit a (theoretical, since we're curtting it) Poleaxe spec talent would provide you anymore. You don't know whether cutting it is a buff or a nerf. Since you aren't armed with that information, all you can really provide is whether the chance to get an extra swing is more fun than a talent that just increases your damage.
I can understand some of the confusion. When we do patches like 3.3 or even 3.3.3 then it makes sense to view everything through the lens of the current status quo. This isn't one of those patches. You are gaining more levels. Stats are changing. Many things are changing. Don't assume that numbers that we don't strictly call out will stay at all the same. In fact, you can probably assume the opposite. :)
Mechanics probably will stay the same unless specified otherwise. For example, you don't need to go as far as to say "Who knows if warriors will even use axes in Cataclysm?" They almost certainly will. But speculating on whether axe spec or sword spec would cause more damage in Cataclysm is fraught with risk.
To clarify, will Inner Rage only affect the rage cost of abilities if we are at 100%? If so I see this only as a plus. I read it as such, meaning it would only affect the one ability used when at 100% rage and would only come up if we were constantly hitting 100% again and again.
Inner Rage isn't supposed to feel kiss / curse. It's supposed to feel like a limit break or similar video game analogy. When I get to 100 rage, I go into overdrive mode and cause even more damage. Rather than hitting max rage being a problem (because I'm wasting resources I could be gaining) it's something fun instead.
We put in some of that extra explanation because we don't want warriors to feel like the right way to play is to do nothing until they have 100 rage and then start having fun. It's supposed to feel like getting a string of crits or eating a big hit or something translate into higher damage for a short time.
So if I'm understanding this correctly. Single-minded fury will basically turn a 1H into a 2H. So a 1H's weapon speed will get slowed down and the damage ranged increased, and maybe the stats on it increased as well. I guess that's the only way it'll work otherwise you'll see a lot of fury complaints saying I have to go 2H cause 1H spec sucks or vice versa.
No, the whole point is to get to use the faster one-handed weapons. The talent just needs to boost the damage so that it feels competitive with Titan's Grip.