Second of all. My concern with Retribution Damage is that it's far too bursty when cooldowns are up, and rather meh when they're down. I was hoping this would be addressed in MoP but the exact opposite happened. We are 2 minute mages now. When cooldowns are up, we're unstoppable offensively, but again, when they're down we don't provide the pressure to be viable in high-tier PvP.
The reason we're doing well right now is that we run the ultimate "Mario-Kart-Syndrome" comps where we cripple a member of the opposing team so quickly that it pretty much ends the fight. Everyone here knows that's neither balanced nor exciting PvP play. What I would like to see happen (And by no means is this a demand, merely a suggestion) is Avenging Wrath nerfed to 10% and instead have a critical strike bonus applied to it. Then, have our main rotation buffed by 10%. While on the subject, I think inquisition should apply to more of our abilities than it currently does.
I'm adding this paragraph in because I had a brain wave. Is there any chance that Seal of Justice applies the snare on every attack, not just melee attacks? Then remove Burden of Guilt. That tier doesn't seem like much of a "Choice" per se, because a snare is too easily dispelled to really matter and Retribution is always going to choose FoJ for arenas. Maybe take the idea behind the blinding light glyph and put it into the slot, only buffed. Then our choice would be between more damage or more control, instead of having your cake and eating it, but sacrificing a buttload of control with FoJ. My original idea before it became a snare seal, was to make SoJ's effect prevent a character from using instant teleportation abilities, like Blink, Charge, disengage or teleport. Seeing as none of those really have a counter, and Ret needed/still needs a melee control niche. Hell, if we had that, combined with Burden of Guilt as a talent, would actually make that tier more of a choice.
The reason we fall so far behind in damage is that our main finisher (Templar's Verdict) Is still completely physical and is thus reduced by both armor and resilience. Warriors and Death Knights don't have that problem because one has armor reducing abilities in their rotation, while the other does mostly spell damage. It makes our class even more dependent on PvP power than the other two plate wearers.
Lastly, about our self-healing. Right now, a Death Knight can completely eat my WoGs. While, in another situation that would be completely justified, I have to sacrifice a lot more than other classes to self-heal. A Death Knight has death strike and death siphon. A warrior has Second Wind and Victory Rush. All of these potentially do more healing whilst doing damage/cost nothing. Both Word of Glory and Flash of light stop our offense, and have a high cost. (I can only get off to FoLs before running out of mana, and WoG, well, WoG is WoG it eats our potential Templar's verdict, while doing a sad amount of healing. 40k or so, that's about a single attack negated.
I have a few ideas. Rename selfless healer, and make the bonuses count for self-healing too. -or- Redesign LoH to be a short cooldown heal. -or- Add a CD to Ret's WoG and buff it. You guys tried that before, but you added the CD, forgot to buff it. When we're under pressure we find ourselves using every single holy power point on WoG and I think that completely negates the offensive nature of Retribution, and even though It's comparing apples to oranges, I don't think that other specs should be able to put out just as much healing under pressure, while still being able to go offensive, whilst Retribution is completely shut down while trying to heal. Those are just my two cents on the subject.