If the journal does include what items the boss drops, wouldn't it be possible (perhaps in the future, not necessarily in 4.2) to add some really nice support for loot distribution? For example, if players could mark which item(s) they want from an upcoming boss, when an item drops, the master looter could be presented with a list of all the players that marked the selected item (with 1-100 random numbers next to each, if desired, or the ML could simply do a /roll 1-N, where N is the number of players on the list). This would be minimal effort and make random, loot council, and fixed-cost DKP systems suuuuuuuper easy.
I like the idea, the problem is that generally you try to be fair with loot, if someone has already gotten an epic that week, or is side grading an epic, or is a part time raider then you will probably pass them over for someone upgrading a lower ilevel item or who has had no luck on rolls or is a full time raider.
It would nicely speed things up but I think most guilds probably have too many little intricacies in their allocation of loot for it to work.
Bosses should drop loot tokens instead of loot, IMHO. It's silly that, after 3-4 weeks, most of the items are DE'd cuz everyone has that upgrade. A loot token system would solve that problem. Instead of 2 loots, each boss drops 2 tokens that people roll on. They can turn those into a vendor in SW for an expansive list of items that would normally appear in boss loot tables.
Certain tokens would allow access to certain items, which would prevent someone from gearing up by only killing, say, Magmaw weekly. Or other items would require 2-3 tokens rather than 1.
This I both like and dislike. It is kind of like how tier tokens work. If boss A drops a token for DPS bracers and tank head and healer legs, boss B a token for DPS legs, tank chest, healer ring, etc, etc.
For people like me who have no luck with loot rolls and RNG loot tables (full i359, 3 raid pieces) it would be a great way to actually gear up. The big problem is that it takes a lot of the fun out of the game. A big part of the boss kill is the opening the body to check the loot. Knowing it is your turn for X token and if the boss is dead you have a 100% chance of getting it takes the fun out of it.
Blizzard need to fix their broken RNG loot drops to get rid of the frustration of some things never dropping (21 twins kills in ToC, 1 trinket dropped) but I think the tokens go too far in taking the fun away from loot.