This was discussed over on Basin forums awhile back. As a warning, anything I say must be taken with the caveat that I can't test jack. I'm alliance scum, so all I have to go off of is the Combat Dagger spreadsheet (interesting note: Kalman, one of the best math-theory Rogues around, managed to get within 1 DPS of the spreadsheet's listed rating on Ebonroc, one of the most ideal bosses for reaching ideal DPS).
Let's update my numbers to reflect my current gear (and some spreadsheet updates). I'll also go typical buffs (Wild, Battleshout that affect damage) this time, since that's a more realistic scenario. Offhand stays Instant Poison V the whole time.
Stats: 35.63% Crit, 1257 AP, 110 Average damage 1.8 Speed MH w/ +5 Dmg enchant. BF 7/8, so 5% bonus to Poison procs.
No Totem, No MH Poison: 478.16 DPS
Instant VI: 496.06 DPS
Deadly V: 506.25 DPS
Windfury: 520.61 DPS
Grace of Air: 504.10 DPS
GoA + Instant VI: 522.00 DPS
GoA + Deadly V: 532.19 DPS
Improved GoA (floored to 88) seems to give ~3.77 DPS increase
I did a little messing around with the Combat Swords spreadsheet (which isn't release version yet, i.e. the authors know it's still bugged) and for comparable gear got a best case scenario of 514.48 Windfury versus 509.08 GoA + Instant and 519.02 GoA + Deadly. Poisons don't benefit a sword rogue as much.
The other key here is that Windfury scales much better (20% of MH average, essentially) then GoA (poisons don't scale at all, so you're pretty much left with the crit bonus). So the numbers start in GoA's favor but lean towards WF as time goes on.
Seal Fate is a different beast altogether. The plus of Seal Fate is combo point generation, the minus of it is it doesn't scale nearly as well. I'm not sure how to do the math on it, honestly. My gut instinct tells me that the extra CP generation is a red herring - I did spec Combat Dagger because I thought any finisher beyond Slice and Dice was a waste endgame, remember? A more compelling argument would be that to get Seal Fate, most rogues put at least some points into Improved Instant Poison (soon to be Improved Poisons), and thus they miss out on more if Windfury prevents them from equipping a poison.
Unless Chalon's sheet is out of whack for Windfury (which I doubt, because at one point it was and horde Rogues complained until it was changed), poisons seem to be the key here.
Of course, if there's a warrior in your group (and there should be! Battleshout is huge!), the answer is easily Windfury. The big jump in WF for a warrior is much better than the small increase in GoA is for a poison-equipped Rogue.
Let's update my numbers to reflect my current gear (and some spreadsheet updates). I'll also go typical buffs (Wild, Battleshout that affect damage) this time, since that's a more realistic scenario. Offhand stays Instant Poison V the whole time.
Stats: 35.63% Crit, 1257 AP, 110 Average damage 1.8 Speed MH w/ +5 Dmg enchant. BF 7/8, so 5% bonus to Poison procs.
No Totem, No MH Poison: 478.16 DPS
Instant VI: 496.06 DPS
Deadly V: 506.25 DPS
Windfury: 520.61 DPS
Grace of Air: 504.10 DPS
GoA + Instant VI: 522.00 DPS
GoA + Deadly V: 532.19 DPS
Improved GoA (floored to 88) seems to give ~3.77 DPS increase
I did a little messing around with the Combat Swords spreadsheet (which isn't release version yet, i.e. the authors know it's still bugged) and for comparable gear got a best case scenario of 514.48 Windfury versus 509.08 GoA + Instant and 519.02 GoA + Deadly. Poisons don't benefit a sword rogue as much.
The other key here is that Windfury scales much better (20% of MH average, essentially) then GoA (poisons don't scale at all, so you're pretty much left with the crit bonus). So the numbers start in GoA's favor but lean towards WF as time goes on.
Seal Fate is a different beast altogether. The plus of Seal Fate is combo point generation, the minus of it is it doesn't scale nearly as well. I'm not sure how to do the math on it, honestly. My gut instinct tells me that the extra CP generation is a red herring - I did spec Combat Dagger because I thought any finisher beyond Slice and Dice was a waste endgame, remember? A more compelling argument would be that to get Seal Fate, most rogues put at least some points into Improved Instant Poison (soon to be Improved Poisons), and thus they miss out on more if Windfury prevents them from equipping a poison.
Unless Chalon's sheet is out of whack for Windfury (which I doubt, because at one point it was and horde Rogues complained until it was changed), poisons seem to be the key here.
Of course, if there's a warrior in your group (and there should be! Battleshout is huge!), the answer is easily Windfury. The big jump in WF for a warrior is much better than the small increase in GoA is for a poison-equipped Rogue.
Trade yourself in for the perfect one. No one needs to know that you feel you've been ruined!