Btw Verain if you want to talk about resources vs. utility look at warriors they have so many ways to CC a target in some way or interrupt or stun or fear or disorient or knock down or snare and out of all of that the only utility ability they have that even costs rage at all is hamstring/piercing howl which has a very small resource cost at that. Hell even stuff like charge which is one of the most useful melee abilities in the game that stuns, can be used as a focus interrupt, is a gap closer actually generates resources for them. So a warrior can actually stun a person and gain rage to do more damage to them...
As far as resource for utility goes the only real comparison is actually no comparison at all because the trade off is so much more beneficial. The only thing that can be used that costs a lot of resources is off healing from a dps. Most dps specs have a huge resource drain when they off heal whether its a ret paladin spamming WoG or even spam healing or a shadow priest or whatever they get their mana drained pretty hard off healing but the benefits from that are so huge and have no diminishing returns. A rogue can cc only so much before their CC is worthless where as as long as a person has mana they can heal with just as much benefit as before (as long as it's not over healing which would be stupid).
But for resources v. CC mana doesn't mean anything since most dps classes that use mana don't really worry about it but aside from that I think really only rogues/druids actually have a cost to use their CC abilities. Well monks fists of fury costs chi but it's actually a strong defensive CD with the glyph, strong CC with the stun, and is used in their damage rotation anyways. And feral druids actually get a free ranged kidney shot (cyclone) every time they do a finisher or a free heal they can cast on themselves or a party member that's way stronger/versatile than recuperate heals and when they do heal it even makes them do more damage. So a druid can kidney shot for 5 points that causes a decent amount of damage when they do it and that also procs a ranged stun that has 0 resource cost at the same time and CC 2 people for the price of 1.
So rogues typically need to keep up rupture and snd which take a log of cp to maintain and the use evis for burst phases. As of right now I don't think any rogues use recoup at all in arena since it just doesn't do anything and is a huge waste of resources and kidney shot is the only stun that costs resources that doesn't also add damage.
Btw as far as cp on the rogue and target swapping. Look at a warrior. They have very strong damage in pvp and can wreck some faces. They have really 0 ramp up time at all aside from pooling rage to burst harder but a warrior can effectively charge in pop all their CDs and be at 100% damage right off the bat. A warrior has the absolute best mobility of any melee class as far as gap closing and sticking on a target. They can swap targets at a moments notice with no down time or redirect needed and charge stun interrupt a spell cast into a fear or do any other sort of CC/interrupt combination that they can do all while keeping up 100% damage and all my warrior friends talk about how much they love destroying rogues in pvp right now. So if a warrior has pretty much the same amount of utility stun wise as a rogue, stronger heals with impending victory (which is also free and deals damage), higher damage, way better mobility and really the only thing they don't have that a rogue does is sap and smoke bomb and yet warriors haven't broken the game why would rogues having cp on them break it?
I guarantee that every argument that could be brought up as to how cp on rogues would break pvp is already in the game on other classes except for DT which adding a CD to that easily fixes that problem.