Originally Posted by
Splosion
The HotR glyph is only really an aoe glyph, has situational usefulness, depending on fight (have glyph dust on you, and change it when you need it)
Judgement is a small gain, potentially boosting the 2pc strength by 10% over a given fight, so it probably is a decent option, around the level of the WoG glyph. Similar for that glyph, it really depends if you need survival or not (This depends on your healers, if they can cope with you dropping a little survival from using self-WoG for some (well, quite a bit) more dps, then do so. Playstyle is also a factor here.
Ascetic Crusader is the largest mana conservation glyph we have, unless you're interrupting (Nefarian heroic, I hated you for that). It's useful if you need it, basically useless if you don't. CS is still more damage than HotR. Holy wrath provides more utility than any other glyph, so keep it. For a third glyph option you have: Divine protection (situational, better for fightls with large magic damage (ultraxion is easy with this), worse for those with high physical damage (morchok heroic)), Rebuke (as mentioned already), and focused shield (our 3rd most powerful single target dps glyph. change accordingly). Lay on hands is kinda gimmicky, only really allows you to use it more often between attempts (outside of madness).
You've picked up Hallowed ground and 2/2 reckoning, but dropped out Rule of Law (retribution talent) for it. Rule of law provides far more dps and personal survival (if you use WoG) than either hallowed ground (0 survival, just mana conservation + slight damage increase on a terrible ability), and the 2nd reckoning point (improves windwalk uptime by ~1%, the first point gives far more).
Overall, the judgement glyph provides a small survival gain if you need it, and some small dps gain (around 0.7% at high hit). You likely won't notice any fantastic survival gain either.