Alright, so with the new version of WrathCalcs, I've started playing around with a number of things.
1. Trinkets
First off, with T15H BiS gear it's pretty much impossible to get under the hit cap by normal means, and Wushoolay's just makes this struggle harder. The best I could get was 770 over hit cap with that trinket equipped - that amount of secondary stat wastage really makes this trinket suffer.
Next up: Cha-Ye's Essence of Brilliance and Breath of the Hydra. Both don't interact with the hit cap, so that's a good start. With Cha-Ye's equipped, WrathCalcs currently shows (before I fiddle with other things) 174139.72, and with Hydra it spits out 174568.42. What's important to note, however, is that a haste -> crit reforge on Hydra is a dps loss. Now, I know we had this big issue during 5.1 on "haste vs. crit" builds, so I wont draw any conclusions right now. All I'm saying is that, preliminarily, a marginal increase in haste results in a higher DPS increase than a marginal increase in crit.
Finally, we look at Unerring Vision of Lei-Shen. This trinket looks to be around 3k DPS higher than either of the alternatives, and as Hamlet said on the EJ thread, even the LFR version of Unerring Vision tops both heroic options. Big trinket, think of it as an awesome powered-up version of the DMF card that every boomkin will need in their arsenal. One of the only trinkets in the game that modify a class' rotation/priority system.
2. 10289 Haste Breakpoint
Since haste is being valued quite significantly above crit at these levels, and the Unerring trinket will absolutely be affected by an additional dot tick, it's important to have another look at the highest breakpoint we can achieve (this tier). The breakpoint is worth around 1400 DPS itself, and the marginal values of haste and crit before the breakpoint is 3.26 and 3.16, respectively. What is odd, is that once haste reaches 10296 (7 over the breakpoint), its marginal value drops to 2.35 and stays there for more than 10000 additional haste. I'm not sure what happens at this specific point (Hamlet/Tec might), but it seems once you reach that point, crit is far superior from then onwards. Thus, the most optimal reforging/gemming may be hitting the breakpoint then dumping extra stats into crit. This is what we did in 5.1, even though it caused a lot of dissent in the boomchicken community. However, since Unerring does gain efficiency with the haste breakpoint, and we aren't overvaluing it by using DoC, it may be more generally accepted. This is assuming, however, that these numbers stay the way they are. Which brings me to my final point.
3. Cooldowns/Talents
I know quite a few chickens have been excited at the possibilities of using treants instead of juggling cooldowns, and this is perpetuated by the NV nerfs (though it is only a slight nerf, now that it does not synergise with Incarnation 50% of the time it's another hassle to worry about). Before I get into numbers, I want to point out the benefits and shortcomings of the two "real" L60 talent options: Incarnation and Force of Nature.
Force of Nature provides a cooldown that we used to have at our disposal baseline. As far as I know, the treants scale with our haste and intellect, and would thus also benefit from HotW and Bloodlust. The most obvious and disheartening shortcoming of FoN is that it does not scale with multiple targets. Whether you're fighting 1 mob or a plethora, treants will do the same amount of damage. This is a major problem for treants, as it means for a lot of the fights in Throne of Thunder, it just can't compete. Single-target fights will still be fine with treants, and would actually be more beneficial on movement fights if they don't move with you (I'm not sure about that one) compared with Incarnation.
Incarnation, on the other hand, is something we've been using for all of 5.1 as our go-to L60 talent. Incarnation stacks with any buff you receive, as it's just a damage mod. Incarnation does scale with multiple targets, and scales multiplicatively with damage mod fights like Elegon. Incarnation synergises well with HotW, just like trees, but does lose part of its awesomeness because it must be aligned with the top of a Lunar eclipse, which can mean losing a cooldown over a boss fight. Overall, Incarnation is still a strong talent.
Now, to numbers. With the T15H BiS list I've modified with the preceding information, DPS with FoN is 176731.87, whereas DPS with Incarnation is 176775.87. According to WrathCalcs, Incarnation is a meagre 44 DPS higher than FoN, but do remember Incarnation will scale with things FoN does not. I realise FoN may not be properly modelled in WrathCalcs yet, but it's definitely more accurate than it was before. At this point in time, I would be much more inclined to pick up Incarnation over FoN, as it should prove to be more effective and higher DPS overall when boss mechanics are considered.
Also, the reason I'm not comparing the L90 talents at this point in time is twofold: firstly, because of 5.1 movement and multiple-target fights, DoC was overvalued in WrathCalcs like it is currently, and practically it would not be the best option, and secondly, NV is significantly below HotW and would really only be useful on an Elegon-style damage mod fight. Since it has a 1.5 minute cooldown now, it will also be troublesome to align it with Incarnation each time it's up if the second pressing of the cooldown were to be delayed longer than 7 seconds, either by movement or mechanics.
Anyway, long-winded post, but I'll be updating the OP with the changes I've made in WrathCalcs. If you have any questions about what I've posted, don't hesitate to ask.