Originally Posted by
chibichibiko
I'll offer this: You need 3 types of stats as blood: Control, DR, Filler.
You'll want armor on all your jewelry. It's just weighted so well that it won't be avoided all expansion long.
You only need/want as much haste/mastery as you require to be able to control your spikes. I'm guessing we'll all have our own personal, subjective standards for what's enough. I'm personally feeling like 4:3 Mastery:haste feels like what I want, but there'll be a point where I will abandon both of these as prioritized stats.
After you have enough of that, you'll seek out versatility/avoidance/crit/leech to reduce your overall damage taken. I'll probably prefer Vers>crit>leech>avoid (damage matters, and I prefer consistent stats over inconsistent ones at lower gear levels). Once healers can keep you up, this category has hit its plateau too (until you can stack enough that you can reduce your healer roster).
Multistrike is for fun after those more imperative (and subjective) needs are met. It has the least direct effect on your survival, but it fuels the feedback loop, and more of it means less haste required. We won't be able to get enough of it at the start of the first tier to jump directly into stacking it, though. While it's our attuned stat, I tend to think that MS will be 'the leftover investment after we have what we need to live'.
+movement speed is an outlier. You probably don't need it on any gear, but QoL stats like it are such that you'll probably 'overvalue' it.
So basically, Every stat is good, some are preferrable to others, and you'll move through a series of personally defined plateaus or inflection points where you will change your preferences. So I'll generally disagree with you on the idea of our being flawed; Blood might be one of the best-designed specs stat-wise because its values change based on situation, gear level, player skill, and healer setup. It's not a lazy/simple 'stack crit for fire mages' kind of thing.