3. Tips for surviving
Resilience. Until your eyes bleed from all the yellow.
Red: Willful Vermilion Onyx
Blue: Turbid Wild Jade
or Vivid Wild Jade
(I've seen it go both ways)
Yellow: Mystic Sun's Radiance
Also, almost all your totems will help you survive. Learn to use them, and which situations they're best at.
Airs: Throw Grounding Totem of cooldown (once you're used to it and know what to look for, you can use it to counter specific spells). Use Stun-on-a-stick (Capacitor Totem) as often as you reliably can reliably land the stun; I pair it with the glyph, and use warstomp and earthbind/earthgrab to trap people in it. Stormlash is great when you see any enemy get low, don't be afraid to drop it, and give your teamates/arena partners a little more "oomf". Windwalk to escape snares and slows, or to allow your teammates to do the same. Spirit Link to use a teammates/arena partner's health to survive. It's your most important cooldown, USE IT WISELY!
Earths: Tremor out of everything you can, then destroy the totem (Note: You can throw TT when you're horrified; but it won't break the horror, so pay attention). Earthbind/Earthgrab on cooldown, or when you need to escape. Stone Bulwark on CD, if you took it. Fun note on Earth Elemental: when you summon him, he will immediatly mass-taunt everything around him, eating up Stampeds and Armies.
Fires: Magma Totem is good for spinning flags, it's damage is hilariously low. Searing is also pretty much useless. Fire Elemental packs a wallop, even untalented. Drop him to bring some extra pain when you need to clench a kill.
Waters: HST on CD. HTT is a huge OCRAP button. MTT once you reach the point where if won't be wasted, and whenever it's on cooldown.
2. Tips for healing
Riptide on cooldown. Don't use Chain Heal or Healing Rain, except for extraordinary circumstances. Keep ES on a target that's getting hit or needs healing. Use HST on cooldown. Use Unleash Elements on cooldown, use both charges (if it's talented) with either Riptide for a powerful HoT, or HS/GWH for a massive heal. Use Ancestral Swiftness to cast Hex/HS/GHW in a pinch, it's fairly short CD makes it a life-saver. HTT isn't as powerful in PvP and in PvE, but it's still ridiculous amounts of healing. SLT can save someone's life, but it can backfire, and get you both killed; use it wisely, and be prepared for serious frustration when it misses the person you where trying to save by inches. Pare Ascendance with Spiritwalker's Grace, and spam a few HS in a row to get the most use out of it. After you get a heal or two off, you're going to get CC'd to hell.
crit > mastery > haste
I go Haste (to 12.51%)>Mastery>Crit>Haste.
The haste breakpoint is so easy to make, it's only 3039 rating. I prefer mastery over crit, because even full reforged I'm only gaining 2.22% crit (and losing 7.23% mastery). I find that I can hardly ever cast HS/GHW in a RBG, without using my 4-piece Spiritwalker's Grace, so the regen from crits is fairly negligible.
Both reforges are quite viable, they're just a choice between playstyle.
1. Best glyphs and talents
I think Motivate covered talents quite well.
6 - unleashed fury unless you like the primal elementalist talent for the earth ele stun and bonus effects that give you benefit
Only thing to note here: if you get CC'd in any way, the channel from your pet will break. It's the most annoying thing ever. It's also very easy to run out of the elemental's casting range; again, breaking the channel. That earth ele stun is quite sexy though.
For glyphs, I suggest:
Ghost Wolf: allows you to peel off or get distance very easily, especially when slowed.
Healing Stream Totem: when you're facing casters.
Hex: Because more CC never hurt anybody!
Capacitor Totem: Makes it easier to land the stun.
Totemic Vigor: Your totems still probably going to be one-shot with this, but it bears mentioning. Makes Earth/Fire Ele totems pretty hard to kill.
Purge: Double the purge, double the fun.