Based on personal experience in the beta, here is how I will personally be prioritizing in MoP, though it doesn't necessarily mean it's "right". I didn't focus on capping, but din't necessarily avoid hit/exp either. If i had to put a strict list on it, i would put it about equal to my highest DR avoidance stat, and below my lowest. So in Dragon Soul that would be Mastery>Dodge=hit/exp>parry. There is nothing mathematically special about that, but it's about where I felt the most comfortable in the somewhat brief testing i was able to do.
As far as the research i've done and the experience i've got in the beta, both capping and not capping are still viable, which makes in entirely up to personal preference. again.
EDIT: ill throw in an example. Lets say you got a piece that had mastery and dodge on it, and your dodge value was above your parry (so you'd want to reforge from dodge to parry for DR). If i felt I had a healthy amount of Hit/exp, then i would reforge into parry. If i felt I could afford some avoidance for some hit/exp, I'd put it into exp, or hit if i have reached the soft cap of 26 on exp. There is no "right answer", and it's entirely subjective. It's going to take a bit of playing around with them to figure out where you will want to prioritize them.