Not really though.
These are several ideas to enhance Retribution's PvP mobility and ability to deter the free casting of hostiles without giving the spec carbon-copies of traditional abilities.
Pursuit of Justice (swaps position with Sanctified Retribution)
Reduces the duration of all Disarm effects by 25/50% and increases movement and mounted movement speed by 8/15%. In addition, your Cleanse spell also has a 50/100% chance to attempt to remove 1 movement impairing effect when cast on yourself. The movement speed increasing portion of this talent does not stack with other movement speed increasing effects.
Repentance (removed from GCD)
9% of base mana 20 yd range
Instant cast 1 min cooldown
Puts the enemy target in a state of meditation, incapacitating them for up to 1 min and interrupting spell casting for 3 seconds. Any damage caused will awaken the target. Only one target may be Repented at a time. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.
Fanaticism
Increases the critical strike chance of all Judgements capable of a critical hit by 6/12/18% and reduces threat caused by all actions by 10/20/30% except when under the effects of Righteous Fury. In addition, causes your damaging Crusader Strike spells to reduce the cooldown of Repentance by 12 seconds.
First change allows Cleanse to attempt to remove 1 disease, 1 poison, 1 magic, and 1 snare effect when cast on yourself.
This would make for better mobility and allow HoF to be used more prudently, or exclusively on partners. Cleansing yourself against opponents like Frost Mages would not be as much of an impossible mana wasting process, because the magic dispel portion could potentially remove the Frost Nova, but if it doesn't and removes 1 of 5 stacks of Winter's chill, the movement impairing dispel portion will only target the Frost Nova. In addition, it allows the cleansing of physical snares from yourself.
The second change allows Repentance to also interrupt casting and removes it from the GCD. The idea is for the spell to function similarly to how HoJ used to function when it interrupted casting of players. This was considered a bad mechanic and scrapped because the devs felt that it was a cheesy and clumsy mechanic in PvP to have a stun + interrupt in one spell. However, it was beautifully balanced and very effective.
The ability gave HoJ a very powerful way to interrupt heals, catch a poly cast and lockout blink, lockout shadow spells from Warlocks to prevent fear casts etc. It did all that an interrupt would do, but it also meant that the stun of HoJ was used as well. This was a balancing factor, as if the stun stuck it's duration, it was a stun and not an interrupt, if the stun broke, it was an interrupt and a short stun. A standalone interrupt combined with HoJ and Repentance becomes too much lockdown for Ret, but if one of the other lockout effects are triggered at the same time, it does not become as overbearing.
The third change is to cause CS to take 12 seconds off of Repentance's cooldown with each successful hit. This change was made because 1 minute is too long a cooldown for an interrupt / gap closer ability, but about right for a CC.
Instead of lowering the cooldown and making it too powerful for CC, it is changed so that it can be used about every 16-20 seconds given the proper conditions of melee range / prioritizing Crusader Strike. This puts a limiting factor on it's decreased cooldown, that is less overtuned for locking a target down.