At first I know that many of us are glad that priest racials are gone and perhaps would not like to see them never again. I'm playing night elf priest since vanilla and I have been also quite pissed by "you must be dwarf/draenei to join our group cause we need fear ward!" discrimination, but I feel that concept of having different abilities is quite unique and interesting, just some of the spells needs to be more effective.
With Cata and racials having it's overhaul and addition of new races to priest class, I have been thinking about having these unique once again, they could also fill the gaps created by having just one rank of spells...
I was trying to make most of these spells usable by healing specs and shadow as well and I tried to bring to each race something usable in both PvP and PvE situations, and I would like to mention that I haven't included exact numbers for the most of time (We just know that health pools will go up, no info about increase in damage), I haven't include mana cost - these could be easily adjusted and don't have such big importance, on the other hand, mechanics do.
So there are my ideas:
Light's Mercy (discipline)
Powers of Light protects a caster, decreases damage taken by 20% and melee attacks done agains caster have 10% chance to incapacitate attacker for 4 seconds. Lasts 10 seconds. 3 min. CD
Naaru's Blessing (holy)
While active, your spells costs 10% less mana and healing done by you is increased by 20%. 3 min CD
Wisdom of the Mountain (discipline)
Allows 20% of your mana regeneration to continue while casting for 15 seconds and you have 100% chance to not miss with your spells. 3 min CD
(note that Blizz stated that hit cap will be much more higher and more difficult to achieve, with higher tiers moving closer to the hit cap)
Mountain's Endurance (discipline)
While active, harmfull effect are decreased by 40% and your armor is increased by 500%. In addition, makes you immune to stuns and incapacitate effects. Lasts 10 seconds, 5 min. CD
In Tinker We Trust (discipline)
While active, your damaging spells have explosive effect, dealing additional 20% damage, and your direct healing spells have revitalizing effect, refreshing Renew on it's target. Lasts 20 seconds, 5 min CD.
2 seconds cast time, 30 yards range
Sends a bolt of negative energy to target, reducing its physical damage done by 30% and reducing it's movement speed by 20%. Also turns target to Leper Gnome. Last 15 seconds, 5 min CD
Divine Dedication (discipline)
Enhances your spellcasting, decreasing time between casts by 10%. In addition, you don't loose casting time by attacking and you have 25% chance to resist stun and silence effects. Lasts 10 seconds, 5 min CD.
1.5 sec cast time, 40 yard range
Consumes a Renew effect from target, decreasing damage done to the target by 10% and increasing healing taken by 10% for a double duration Renew had before consuming. 5 min CD.
0 mana cost, instant cast, 30 yards range
Rains starshards down the target's head, dealing X arcane damage and increasing chance target will be critically hit by spells by 5%. Does stack with similar effects. 15 secs duration, 30 secs CD.
(note: damage done by Starshards shouldn't be much high since it's free, other option is to have Starshards with mana cost and increasing it's damage to compensate)
Elune's Grace (discipline)
Reduces chance to be hit by spells and attacks by 20% and restores 20% of your total Health and Mana over 10 seconds. In addition, removes movement imparing effects when used. Lasts 10 seconds, 5 min CD.
Dark Light (Shadow)
Infuses you with the powers of the Dark Light, giving your next damaging spell 100% to critically hit or your next healing spell with a base casting time less than 10 sec. becomes an instant cast spell. Last until cancelled or unleashed. 3 min CD.
Balance of Light and Shadow (holy)
Instantly refreshes cooldowns of your shadow and holy spells. 10 min CD
Consume Magic (Discipline)
30/40 yards range, instant cast
Consumes one enemy target's helpfull magical effect or consumes one friendly target's harmfull magical or curse effect, instantly restoring 10% of your total mana. 2 min CD
Sunwell's Glory (Discipline)
You taps the powers of the Sunwell itself, making your spells cost no mana and increasing it's effectiveness by 10%. Lasts 15 seconds. 5 min CD
In Tinker We Trust
Selfish Faith (Shadow)
While active, mana burn effects used against you are 20% less effective, silence effects lasts 20% less time and your shadow spells have 25% chance to stun the target for 4 seconds. Lasts 15 seconds, 5 min CD.
Grace of the Earthmother (Discipline)
While active, your spell critical strikes gives you additional 5% spellpower for 10 seconds, stacking 4 times. Also increases your critical strike chance by 10%. Lasts 20 seconds. 5 min CD.
Call of Ancestors (Discipline)
Summon a spirit of Ancestor to fight by your side. It has exceptional health and following abilities:
Lesser Healing Wave
Intervene (intervenes only priest who summoned it, taking next physical damage)
Spirit disappears after 2 minutes, 10 min CD.
Creates three orbs of pure shadow energy which inflicts X shadow damage to enemy attacking you, decreasing it's physical damage done by 5% and slowing it's movement speed by 10% for 6 seconds, stacking 3 times and refreshes each time orb is consumed. 30 seconds CD.
Balance of Light and Shadow
30 yards range, 1.5 sec cast time
Strikes target with corruptive power, making it's healing spells 10% less effective for 20 seconds and burning X mana when cast, stacking 5 times. Cannot be dispelled, 5 min CD.
Please, don't flame me, I know that the priest racials will likely not be restored, I know that there will be always some displeased people complaining the other race have better spells but I still believe it would be nice addition to a class if done properly.