I'm hopeful that the shaman talents will be improving. I have played shaman for several years now, and I'm concerned that many of the talents currently in the calculator are only useful in PVP or raids. Now, I certainly intend to raid at level 90 (not so much PVP), but it would be nice if the talents were useful or interesting for leveling also. Keep in mind that I typically play enhancement, so that's where I'm coming from considering these talents. Here are my thoughts:
Level 15 tier: All of these are defensive cooldowns. Until we get to the Cataclysm zones, there are very few threats that really warrant a defensive cooldown. So basically there is no useful choice at level 15. :-(
Level 30: As a melee character, the idea of locking down an enemy isn't too compelling since I still have to run up to them and melee them to kill them. I suppose this would allow you to heal up a bit before running back in, but still, I don't see the first 2 choices being useful for enhancement PVE. The 3rd choice will probably be great for raids or group PVP, but again, not useful for leveling.
Level 45: So when I hit 45, the totems I have that have cooldowns are... Earthbind Totem (15 seconds) and perhaps one of the options from the lower tiers, which as I have already said, I would probably never use. These talents get a little better as you level up higher, but this seems like an extremely weak tier.
Level 60: The good news is that Enhancement has Maelstrom weapon by level 60, so these are actually useful talents. Unfortunately, I suspect the theory-crafters will determine whether 5% flat haste is better or worse than the duplicated spell, essentially forcing me to choose the option with more DPS.
Level 75: Neat options, but all relating to group healing, which isn't necessary useful for leveling up.
Level 90: Not yet implemented.
So I guess my concern is that shamans (enhancement, at least) don't seem to have useful/interesting choices for leveling up. Once we get to max level and start raiding, etc., these options become more interesting. However, it's a long slog from 1 to 90, and a lot of the other classes have much more interesting choices.
Just my 2 cents.
i can see you dont really pvp by your respawnse so ill try n give you an idea how they can be useful in solo pve and group pve content (as their pvp use is obviouse)
T1 gives you a way to reduce damage, in content which can either save you form a nuke, or reduce the amount you have to heal yourself after a fight (or if for some reason you end up fighting more than you would have liked, it could save you in thta time
T2 thisi s not only useful for closing the gap between you and your target, but if you end up fighting more than you can chew in a smash abnd bash brawl, you could use one of these to kite to reduce how many are hitting you are a tine, and still pick off your kill target, heal, or run to save a spirit walk
T3 again this teir can help you reuse the benefits of the 1st 2 tiers (if you chose the totems) to help prevent deaths to yourself when you accidently fight more than you intended, or you could go with the last choice to quickly move your totems around and save mana to have less downtime
T4, yes therio crafting dependant, but the devs hope to make it really close to makei t more of a gameplay choice
T5 helps reduce downtime, and i believe (could be wrong) that ancestrial guidance will hyeal you if you are soloing or need the heal the most
T6 is of course 'coming soon'