I waited a few days to chime in on this because I wanted to be sure to give myself ample time to think about it. I haven't read everyone else's posts though, and there's a very good chance, with 48 pages, what I have to say has already been said.
I'll attempt to toot my own horn, metaphorically of course, as well as validate what I'm saying with this brief background: I've played a bear since "vanilla," have been a main tank and an off tank in 25 man content and now raid 10 man content.
What type of content do you focus on? [PvE/PvP/Both]
If PvE, what type of PvE? [Heroics/Raids/Other]
10-man raiding, currently working on heroics. Previously 25-man raiding (for BC through the release of firelands)
If PvP, what type of PvP? [Arenas, BGs, Rated BGs]
What are your biggest quality-of-life issues? For instance, no longer requiring ammo could be considered a quality-of-life improvement for hunters.
I would say still having two relatively essential abilities on the spell hit table is my biggest quality-of-life issue. With my current spec, I don't have Feral Aggression (my choice, I know), and so when FFF misses, it can be increasingly frustrating. The ability does not do significant damage and therefore having to constantly try to reapply it over and over and over to get to three stacks seems like I'm just twiddling my thumbs.
I have a similar view with demo roar. It is important if not essential to keep up, and yet sometimes I have to sit there and spam it. I find myself popping long cooldowns at the start of an encounter to buy myself time to get deep enough into my rotation to allow me to have to cast things like demo roar and FFF three, four or a half dozen times.
I see at least two possible solutions to this: 1), simply remove these abilities from the spell hit table. 2), increase the damage that FFF does and/or add an additional component to demo roar such as a longer duration (2 minutes?) to make it less frustrating for tanks to have to cast over and over.
Another issue I have is with what I guess could be called avoidance or passive rage generation. We have a talent that generates a whopping 3 rage per dodge. That's enough to do jack and squat. This is especially true in lower level content and 5-mans. It is kind of silly that people are encouraged, through the dungeon finder and the attractiveness of valor point gear, to run the content but then have to deal with the ultimate frustration of adopting an entirely different playstyle to do it.
You ever try mauling in a 5-man dungeon? You're out of rage faster than you can say "hands off my honey pot." The 3 rage per dodge just doesn't cut it, and enrage, while useful now that it doesn't cause me to take more damage, is enough rage to last for a couple of abilities and then I'm back to waiting for something to actually land a blow.
I also am perturbed by the amount of haste on leather gear but a lack of effectiveness for haste in bear form. I understand there are better pieces out there, but that is in part because haste itself is so awful for us. Reworking this stat to at least impact something we do would help those bears trying to gear up and progress, regardless of the content level.
What makes playing your class more fun?
I enjoy being able to do solid DPS, at least for a tank. It shows I do more than just get smacked in the face - it takes some of the burden off our DPS. In 10-man encounters, this additional DPS can really make the difference. I like having the feeling of being a hybrid and being able to do a little of everything during one encounter.
I'll highlight heroic alysrazor. I tank hatchlings. Before those spawn, I get some smacks in on the adds. I'll toss a rejuv or two on my way to pick up the hatchling. I'll innervate the holy pally when we're hiding behind meteors. I'll interrupt the channeling mobs when alys burns out. I'm doing a little of everything, and it is both hectic and fun. I could do less, but I feel like if I can do more and let none of those other areas suffer, I'm being an even greater asset.
TO BE CONTINUED BECAUSE OF POST LIMITS