Yes, almost every mage has wished at one point that they could be competitive in a raiding environment whilst spamming frostbolt, but have never seen this day come because:
1. Buffing frost means making them alot crazier in PvP, which, of course, is not going to happen.
2. Blizzard likes to keep some trees more PvP orientated - if every tree were viable it wouldn't make sense.
The solution I propose is twofold, and will solve the first problem, while keeping the 2nd in line. It's not a minor damage tweak or talent modification, it's a mechanic overhaul designed to make the the mage pump out more damage in a raid, while also forcing them to make a bit more decisions than just hitting their Frostbolt key and Fireball button during mind freeze procs. This change has probably been considered or suggested at one point, but for those who haven't had the chance to agree or disagree with the following, here's what I propose.
It's well-known that one of the reasons Frostbolt specs don't do as well as their fire counterparts is because they simply don't do as much base damage. The tradeoff they have, however, is a snare. The obvious solution to make frostbolt more attractive is trading off the snare for more damage. The FrB glyph is a start in the right direction to making the frost tree better, but it screws over PvP mages who would like to consider using this glyph for that respective field. The key lies in the water elemental - it scales relatively well based on your level, and hits for quite a bit. Shatter combos are impossible in boss fights, so Fingers of Frost was inteligently designed and created. If a WE could scale even more, and benefit from buffs even longer...would this help?
If the water elemental were a permanent pet...would this sound crazy?
If the WE could benefit from buffs like a hunter or warlock's pet does - don't forget ghouls for those unholy DKs -the extra damage would fit in nicely with the inherently weaker Frostbolts. One of the problems our permanent pet would face is mana, but can easily be alleviated with, well, buffs! Wisdom, replenishment; all of these skills we never even cared about using for our WE's own benefit are now real, viable and important solutions. Just like a DK does when the ghoul get's low on health, he sacrifices it and summons it anew. The same concept can be applied to the WE as it gets low on mana. A permanent WE that can benefit from buffs just like any raid member is, imo, a step in the right direction for making frost a PvE possibility. It probably still wouldn't compete with fire or arcane, but it would be an avenue nonetheless.
A water elemental that never goes away sounds crazy in PvP, but in my mind, it can be very balanced if the right changes are made. Just like any class with a permanent pet, focusing it down first in a pvp situation is a risky tradeoff. If you spend too much time attacking a pet that doesn't die because it's getting healed too well means that the owner is free to do what he wants. Make the WE scale with resilience just like hunter and warlock pets do. The problem now is: having a loose water elemental hitting everything very hard until it runs out of mana or dies. Solution? Up the mana cost on Freeze. PvE mages won't care, but this would add depth to PvP encounters. Concern for your WE's mana pool is an interesting twist to playing frost, don't you say? Freeze is now an ability with added risks and rewards. Using it too much means your pet will get less water bolts in, and vice versa. Giving the water elemental a cast time to summon anew is something im not yet sure about. Comparing it to a ghoul makes sense in some ways - gnaw can be compared to Freeze in utility, but pales in comparison the damage oppurtunities. Ideally the water elemental would be a "burstier" pet than the ghoul, but succeptible to LOS and OOMing.
The last idea I have to making Frost more competitive in raids is to, im afraid I have to say this, buff Ice barrier with a talent change. The concept is simple: make it so while Ice Barrier is active, all damage is increased by x%.
What this does is force frost mages to keep ice barrier up at all times for that appealing damage buff. Imo, it makes frost mages play like a frost mage - you want to use cool abilities and have cool stuff happen. Over in the pvp side of things, this change would increase damage, but also makes them prime targets. See the synergy with the permanent WE now? Players have to choose who to kill! Staying on the mage means making his ice barriers less "potent" and also somewhat draining him of his mana. There could possibly be more depth added to the class if they now have to decide whether or not keeping up Ice barrier is a good idea. mana doesn't come by as easily in pvp, and if an increase to the ice barrier's mana costs is the solution, then good! Another option could be to create a new talent that would bloat the frost tree a bit more, because let's face it, almost every talent in there is good regardless if you pve or pvp, and add the ice barrier's bonus damage in that new talent.
When you think about it, these ideas don't seem that blown out of proportion. Making these changes available in Cataclysm does make more sense, because you would have the introduction of new mechanics and five more talent points and a whole new ballgame with Path of the Titans. Let's just hear what you guys think about it