This wouldn't be a problem for Ret if it weren't for the changes to Divine Purpose / Hand of Light.
I think the problem is that there isn't nearly enough Holy Power being generated even if you never miss or are dodged / parried.
[EDIT]: oh, and by the way as far as the class comparisons about rage and runes and energy or what have you, the phenomena you've been citing happens for us already: we do not consume HP on missed / dodged / parried TV.
HP is a combo-point system, so you'd all better start lobbying for missed Death Strikes to heal the DK, or for Rogues and Druids to start getting combo points from misses.
Not quite accurate. Closer than others in this thread, but not quite. Rogue Sinister Strike, 39 energy: On hit, does damage and generates a combo point. On miss, refunds 80% of the energy cost.
Eviscerate: 35 energy. On hit, does damage. On miss, does not consume combo points, refunds energy.
In both cases, a hit generates full effect, a miss/dodge/parry does not carry the power or generate points, but also does not penalize the rogue the resources involved beyond the lost GCD. Death Knight, Death Strike: On hit, does damage and heals. On miss, the runes are refreshed when the GCD ends.
Once again, on a hit, we see full effect. On a miss, the character can immediately try again without penalty. Paladin: Crusader Strike. On hit, does damage and generates 1 HP, goes on cooldown. On miss, does no damage, generates no HP, goes on cooldown.
Templar's Verdict: on hit, does damage and consumes HP. On miss, HP is not consumed.
So with Templar's Verdict, on a miss we are held to the same penalties as other classes; we lose the GCD, but can try again. With Crusader Strike, however, whether we hit or miss, we lose the usage of the ability, and the resource involved (which in this case, is time).
Now, the counter-argument to all of that is that other classes that have abilities with cooldowns still see those abilities go on cooldown when said ability fails to connect. This is true. But since we're talking about a combo-point system (essentially), tell me: which rogue or cat ability that serves as a combo point generator has an inherent cooldown, and is used rotationally? None. Sinister Strike, Revealing Strike, Backstab, Hemorrhage, Mutilate, Mangle, Rake, and Shred are the combo moves for rogues and cats that get used regularly (hell, even include ambush to include the possibility of shadow dancing). None of those abilities have a cooldown.
Logically, then, the solution is that when CS fails to connect (whether due to miss, dodge, or parry), we don't get HP, but the ability doesn't go on CD. We can try again immediately. That would bring the ability into line with the functionality of every other class that uses this system. Yes, a warrior can miss with shield slam and that ability is still on cooldown, but missing with shield slam doesn't preclude the use of revenge or devastate.
Do I think this really needs to be fixed? Probably not. It only appears to be such a big issue because we have so few buttons to push in the first place. I'm hitting fewer buttons now than I was in 4.0.3, and doing more damage. I feel like the skill level required to play ret has gone way down, because there's just less to react to. With fewer procs and abilities to hit, the priority order is not quite as important, as everyone will sit around waiting on cooldowns before being able to do anything. By contrast, there is never a moment where my hunter or my mage is sitting around waiting. In fact, if there is, I know that I"m doing something horribly wrong, and need to fix it 5 seconds ago.
... in short, not getting HP on a miss is fine. The system not being the same as that used by other classes that use combo point systems is also fine, since classes don't need to be identical. But the sheer lack of holy power in the spec as a whole is hurting a lot (whether or not our damage output is fine, we're just not hitting very many buttons at all, and it *feels* like we're not doing much in battle), and thus anything that further deprives us of holy power is going to seem exponentially worse as a result.
Edit: Of course, I didn't say anything just now that hasn't been said by paladins on the PTR for a long time, so I don't really expect anything to change for some time yet, if at all.
Edit2: For those who didn't look, I'm hit capped and at 16 expertise, 26 with seal of truth up. I don't miss or get dodged. I do get parried when soloing, but ultimately this change does little to me personally. My post is purely based on principle, not a desire to see greater numbers for my character (considering my main spec is holy anyways). (Edit3: I have not reforged my gear to be in line with new stat weights yet, so my caps might shift after writing this post; if I don't appear to be hit/expertise capped, I will be before doing a dungeon).