Focus generation in its current form is too choppy for PvP (Fox helps, not a miracle). In theory Focus is unlimited; in practice our attacks are finite in pvp. The damage and amount of attacks we can put out before, during, and after CS/SS spam isn't enough to make anyone worry. In order to fully debuff a target with Serpent, Widow, and Trap/Black Arrow (recent nerfs saw to Explosive Trap being better then BA again) we must use about 60% of our resource, limiting the amount of attacks to a target before weaving in CS/SS. We may get either a signature shot or two arcanes off; depending on focus regeneration talents another arcane may be possible before the SS/CS spam. The addition of CS/SS into the rotation isn't a dps gain but an integral part of dps/rotation management, both are relatively low damage (with Steady being laughable) considering they are comparable to other ranged classes spammable spells.
Hunter attacks are almost rogue like in that we have a finite resource enabling only a few attacks in place of combo point generating attacks we weave in CS/SS, Hunters only have one talent per tree that offers a secondary Focus gain mechanic. Currently this consistent attack weaving offers the hunter little to nothing in damage, including the Focus Talents (Thrill of the Hunter, Invigoration, and to a much lesser degree Rapid Recuperation and Termination) Focus Generation is so poor I have had to stack haste to even approach my old pvp self. If we are unable to cast CS/SS we run into issues akin to Warrior Rage starvation. Variables for not being able to use CS/SS include; LoS, hunter/opponent defensive/offensive cool downs, range, pet management/dependency, and many others.
All of this does not account for a dispel mechanic and the choice the Hunter must make, to reapply Serpent Sting, Hunters Mark, Widow Venom, Black Arrow, and Even Traps. These low damage but necessary debuffs, further limit our finite resource and attacks. Currently it's more detrimental to the Hunter to apply these buffs in a scenario that could result in their removal, and a near total nullification of the hunter if these debuffs are taken off and/or applied repeatedly. Rogue poison abilities are passive on hit for just this reason if poisons themselves used energy the rogues & debuffs would be totally ineffective.
Nonspec Abilities --------
1. Aspect of the Fox- Allows the use of CS/SS while moving, Cool. Focus on Melee, never mind the fact we have a minimum range so that focus is just going to sit there while we passively regenerate focus while they are in our min range, our defensive abilities also don't use focus. We also lose the AP of Hawk, and no longer have passive dodge helping to mitigated melee damage. We are similar to melee in that we need Auto Shoot to account for a fair percent of our damage; Fox only allows the casting of CS/SS it no longer effects Auto Shot. Before Cataclysm this was a non issue, however with the majority of classes gaining multiple ways to close the distance or maneuver the need to stager step in addition to everything else we have to manage with bloated key bindings (Thanks Launcher) and poorly developed defensive and offensive abilities we need all the damage we can get.
2. Widow Venom- For what it does Vs. What it costs it's worthless. Give it damage; bake it into abilities, something. I don't want another "unique to Hunter" worthless ability. It is also unlike any other ability of its kind that isn't combined into baseline abilities (Shadow Priest, Frost Mage), Passive effects with secondary damage (Wound Poison), or an outright attack (Mortal Strike).
3. Tranquilizing Shot- 35 (20 in beta) focus that does 0 damage has a cool down and for what it does vs resource cost in a pvp setting makes it flat worthless.
4. Camo. Has been watered down so much that it may be a way to stop from having certain classes open on you but truly I am not sure how effective this will be in comparison to other classes’ abilities they will receive in Cataclysm