I found a few updates that are noteworthy after a little bit of research this morning, if you have any questions about this please let me know. I may not know every answer (as grul well knows) but I will do my best:
Damage Observations:
The melee crit cap is currently 71.2% - this number assumes you are already hit/expertise capped. Due to the nature of paladins, it is almost impossible at this time to reach the melee crit cap (rogues and warriors do have to worry about this though).
Melee specials, such as Judgement and CS, are immune to crit capping; their crit cap is 100%.
Glancing blows are a part of melee combat and cannot be avoided. Glancing blows happen 24% of the time and cannot be critical hits; as retribution, only auto-attacks (whites) are subject to glancing blows.
Our specials are based on a 2 roll system, our normal (autoswings) are a one roll system. SoV dot applications are still based on the 2 roll system, so this is still valid.
You need 8%, not the BC 9%, to be 2H melee hitcapped vs skull level mobs (bosses).
You (still) need 26 expertise (6.50%) to be expertise capped, not the 6.25% reported lately.
All melee classes seem to suffer a 4.8% crit suppression vs skull mobs; this means that your melee critrate will be on average 1.8% lower than your character sheet implies (HotC covers 3% of this, procs from librams and such not accounted for).
All spell attacks have a 3% crit suppression vs bosses. Because of HotC, we do not notice this at all; also only exorcism and holy wrath are affected by this.
The spell hit cap is still 17% - the only skills we have that are affected by this are exorcism, holy wrath, and consecrate ticks - so this is of little importance to us.
Rotation changes and reasoning:
Judgement - Hardest hitter, returns mana, can't go wrong with this as your top priority.
DS - DS only pulls ahead of CS with 2pcT10 equipped, as its' effective cooldown drops to 6 seconds, and it hits much harder than CS does.
CS - Because of the short CD and ability to proc a seal, you want to keep this on cooldown as much as possible.
HoW - This skill only comes into play when a mob is at 20%; it then becomes high priority due to it's extremely high crit rate and fairly short CD.
Consecration - Consecration moves near the top of the pile only against multiple (4+) adds.
Exorcism - It hits hard, but because of it's somewhat long cooldown (15s) and reliance on spellhit, it isn't great dps. Do not use this on a pull because it will not be instant cast, and will delay entering melee combat.
Holy Wrath - Only effective against multiple (6+) demons/undead, you are better off using your free GCD casting DP or a SS on someone. This is as close to a mana dump skill as we have.
Changes to Ret spec for ICC and reasoning:
There are several talents that provide (de)buffs that can already be covered by other specs, or are highly situational, so let's look at situations and numbers below. Many of these can be juggled or dropped to gain other talents if they are already covered, giving us some freedom in our talent choices. Tailor your spec by using the core spec provided above, and finding out what you already have covered in your raid.
Aura Mastery - If you really want raid utility and miss having DSac, AM provides a weaker alternative. It now only lasts for 6 seconds, and of course it still only applies to the base aura effect (using this with ret aura active only increases the thorns-like damage, it does not increase the 3% damage from sanctified retribution). This can be useful on fights with heavy magic damage spikes. Of course, AM does require that you be running the appropriate aura before use, however AM is NOT on the GCD.
Heart of the Crusader - This is a critical debuff to have in your raids, however it is early enough in the tree that both protection and holy paladins can reach this. This is also covered by an elemental shaman and does not stack.
Vindication - Turned into an actual debuff in 3.2, our "demo shout" requires no thought or resources to apply, thus saving your druid/warrior/warlock friends a GCD and some rage/mana. It's situational because this is a mandatory talent for protection paladins, so if you raid with one then you don't need this (ps go make friends with a prot paladin). Demo shout is superior for AoE situations like Anub's adds, because vindication only procs on attacks (such as DS) and not from consecration - Vindication is superior for single targets because it is applied on your first melee attack and is basically a passive debuff.
Swift Retribution - Another required buff for your raid, but if you have a moonkin in your roster who is always present, he can provide this buff (does not stack).
Divinity - Due to JoL no longer scaling this talent has diminished value. It is still increases JoL healing, but only from 2.0% to 2.1% of max hp (2.2% on yourself only).
Divine Sacrifice / Divine Guardian- Was absolutely required for 3.1 raiding and arguably for 3.2 as well, this talent was heavily nerfed for 3.3 (rightfully so, it was previously the single most powerful talent point you could have for your raid). Using the bubble before DSac used to prevent the cap from ever being met, giving your entire raid 30% damage reduction for 10 seconds; it now only gives your party 30% absorption until you either take 200% of your total hp as damage, or if you drop below 20% total hp - you can't use the bubble to immune the damage now. Divine Guardian is now required to "restore" DSac's old functionality and even then it is not as powerful as before. Because of the major changes to these talents, and their deep placement in the prot tree, these talents are best left to holy or protection paladins and cannot be taken in any serious pve retribution build. DSac is more or less a pvp talent for retribution now.
Current best damage spec for Ret with 2 set Tier 10:
http://www.wowarmory.com/talent-calc.xm ... 2133231331
T10 Set Bonus:
Tier 10 2pc - Your melee attacks have a 40% chance of resetting your DS cooldown: The most interesting bonus we've ever had, but because of the random nature of the proc it makes it very difficult to get a solid % increase number. It appears that this can only proc from auto-attacks. This bonus also changes our FCFS system again, please see the rotation section. Without the bonus, DS usually accounts for 7% of our total dps; based on current theorycraft, 2T10 provides a ~2% dps increase due to more DS usage (it is closer to 3% on paper but due to reaction times as well as increased GCD usage it is less). It is very likely this will be used in pvp, due to the burst damage DS can provide.
Tier 10 4pc - Increases damage done by seals and judgements by 10%: Yes, this applies to the SoV dot as well as the SoV proc, though it isn't as clear-cut as it sounds. The bonus stacks additively with SotP and anything else that increases seal/judgement damage, so damage from seal dots/procs is increased by 9%, and judgements for some reason are increased by 11-12%. Nonetheless it is still our best bonus of the expansion and is worth roughly 3-4%.
Tier 10 looks to provide up to a 6% DPS increase in most situations. 4PC is very desirable and will be eventually be seen on almost every ret raider.