Some patch notes goodies that I am particularly interested in:
Genesis: Now works with Tranquility and Hurricane.
Moonglow: This talent now also benefits Nourish.
Nourish: Wild Growth applied to a target now increases the healing done by this spell by 20% like other heal over time effects.
This makes Nourish more attractive to me, but I'm still not thrilled with it and it will probably continue to be a sometimes food. I tend to focus more on tanks than raid healing, so being able to Nourish the raid after a Wild Growth will have limited application for me. I suppose that since we can no longer hit several WGs or CoHs in a row there may be more of a need to help out on raid healing by tossing some Nourishes around following some AoE damage, but I suspect that the shamans will return to their spot as kings of this role and there won't be much call for druids to do it in 25 mans. Just speculation though.
There will probably be times that I really like using it, and for the rest of the time I will barely touch it. For example, it will be REALLY good for Gluth after a decimate - I run around at the back with the zombie kiters, so when we take Decimate I can hit us with a WG and then Nourish up to full. That's pretty cool and novel and a breath of fresh air if you're feeling tired of rolling HoTs - but still such a situational spell. But I think I like that idea - I like doing things "the normal way" most of the time, and every now and then having a gimmick fight where I have a special job or my role is really switched up.
I think at the end of the day though Nourish will be a spell that will be most effective in 5 mans, good in 10 mans, and quite situational in 25 mans - with limited use if you're focusing mostly on the tank/s. It'll be a fun tool for a few fights, but won't be any kind of staple unless you're on raid healing.
Still waiting for a glyph...
Opening doors and objects should no longer cause shapeshifted forms to be cancelled.
Trivial, but really very annoying. Glad this is being fixed.
Polearms: Now trainable by Druids.
Booyah.. pitchfork here I come.
Wild Growth now has a 6 second cooldown.
Dun dun dunnnnnnnnnnnnnn! Meh, it's unavoidable. Honestly, sometimes I find myself hitting WG a few times in a row ("spamming it") out of laziness or boredom. At this point I am actually looking forward to a cooldown, maybe it will add a slight challenge. And let's face it, druids already play World of Timercraft, so it's not like another cooldown or timer to watch is a big deal.
I think it will just make me use proactive Rejuvs a lot more when I know the raid will be taking damage soon or constantly (although I already do this a lot).
And some random other stuff I'm looking forward to:
Alchemy research down to 3 days from 7.
Higher chances to discover transmutes.
Chance to discover Elixir of Water Walking.
New fishing recipes to allow us to get 160 for the Chef title.
Mining veins now require only one tap to mine.
Ebonweave & Spellweave now created in Dragonblight.
2pc T7 bonus changed to reduce cost of Lifebloom.
That wild mustard under the ground in Dalaran is being fixed.