I'm just a bit curious how people would beef up certain fights declared 'too easy' for ICC, though mostly what I'd like to see is common pug 'cheese' strategies rendered useless.
Marrowgar: That thing where everybody but the tanks (and hunters) sit under him to avoid coldflame? Let's nip that one in the bud. Two ideas - my first was to make Bone Spike chain to everyone within 5 yards of the initial target, adding an increased incentive to avoid being herded into groups by coldflame lines, but that wouldn't be fair to the melee. Better idea: Whenever Marrowgar isn't Bone Storming, coldflame burns underneath him. Don't stand in it.
Deathwhisper: No changes, there's no surefire way to cut situational awareness out of this fight. Maybe spawn more ghosts in phase 2.
Gunship: I rather like Gunship, if only because it's practically stress free. It's a fun fight that I look forward to every time; I say let it remain the Lootship. If I really had to, it would be interesting if the boarding party actually had to descend into the bowels of the other faction's ship to ice the mage, preventing healers from healing the tank while staying on board their own ship.
Saurfang: Needs a big buff. Preferably something to knock the melee out of their rotation - perhaps a delayed Blood Nova. Hits a melee target that's not first or second on threat - that melee then has to run out of the group and find a place to let the Nova go within 5-10 seconds, or end up hitting everyone in the knot around Saurfang. Even more cruel might be to give the delayed Blood Nova a root effect too, so instead the tanks actually have to kite him counter/clockwise around the balcony and force everyone to shift positions, so the whole knot of melee isn't hit by the Nova.
Festergut: He's a gearcheck and does his job acceptably. Even hiding everyone but the requisite 3 or 6 ranged from Vile Gas in melee range doesn't feel like it appreciably softens the encounter. If anything, I would say to speed up his inhales and spores so that he's guaranteed to get out two Pungent Blights (and thus two 3-inhale phases, albeit shorter ones), with a third hitting just at the enrage. Having good dps shouldn't exempt the tank who isn't tasked with enduring three inhales from the gearcheck exam.
Rotface: Always nicely chaotic at the end. I'd actually like to see Slime Spray's range toned down so that it interferes less with slime dropoffs. It's harrowing to be running towards the kiting tank only to realize Rotface is lobbing slime at your back suddenly. Perhaps have Putricide say more voice clips in the fight to drive raiders to distraction.
Putricide: Give the green slime explosion a minimum damage after which it can't be diluted any further. Like a 14k minimum damage, so that stacking everyone on the green slime spawn means everyone in the raid takes 14k damage. More than that, have it apply a debuff that will kill you if you take two explosions from the same slime in a row, if you're not a tank - gives the next explosion within 20 seconds double damage to you. Do it properly. Phases 1 and 2 aren't the annoying part of the fight anyway.
Blood Princes: Don't let pets keep Kinetic Orbs afloat. Maybe give Kelseth something more to do against the entire raid rather than beat on the orb tank; maybe set Shadow Mines to restrict movement, but that's already kind of Valanar's gig with the Shock Vortexes.
Lana'thel: She's annoying enough with the timing of her second air phase. Not challenging, just annoying. No bright ideas here.
Frost Wing: Still working on getting these fights down and on farm, so I don't have any good suggestions here.