Sub has its own thread with a gigantic wall of text. Just sayin'.
For starters, I'll suggest
this build.
You can free up a point by dropping to 2/5 Cut to the Chase (I personally am uncomfortable going lower than 3/5 without Improved Slice and Dice, though). You could also move points from Combat to Subtlety for Dagger Specialization and Preparation, but I'm not sure that's worth the loss of hit and offhand damage (although Cold Blood and Overkill are both pretty cool). Energetic Recovery could theoretically be useful, depending on how much energy Recuperate costs and how many tics it has, but we don't know that yet (and I doubt it'd be useful without going 3/3, and you won't get that without dropping more things in Assassination).
I took Blackjack and Dirty Tricks because CC is cool. You could go for Remorseless Attacks for soloing and Improved Ambush for big numbers at the start of the fight, but I doubt it'll make a big difference.
You could also go for Blade Flurry with 3/5 Cut to the Chase... but you're giving up 30% Mutilate/Backstab damage and Relentless Strikes. Doesn't seem worth it to me.
I actually hope Turn the Tables is removed - I'm not fond of relying on my tank's RNG (not even my own!) for my DPS, just like I'm not fond of Hot Streak, and that would make it possible to fill out Precision and put a point in Aggression or Vigor.
Hemorrhage is there because being able to take debuffs for the raid is a good thing. If you run with a feral druid or arms warrior or other rogue all the time, though, you just gained three talent points (hint: put them in Combat, Improved Expose Armor, or maybe Vigor).
Dirty Tricks is there because CC is good. Theoretically you could put those points in Improved Ambush to explode things at the top of the fight and rely on Tricks to not pull agro, but I kind of like CCing things and I'm stubborn.
Improved Expose Armor has its uses, guys. If you're in a 10-man guild and don't have a warrior, Improved Expose Armor makes it not a huge pain to keep up the armor debuff.
Good players should take Fleet Footed over Quick Recovery. Being able to prevent damage entirely is better than making it easier to heal damage. (This is assuming puddles are more common than auras, I guess, but whatever.)
New Master Poisoner makes me sad, unless they're changing Earth and Moon, Curse of Elements, and Ebon Plague to only be 8% and I didn't notice.
I'm looking at a priority system something like this:
If Hemorrhage will fall off next GCD, refresh it. (Only if you're on Mangle duty.)
If you have at least one combo point:
-If Expose Armor will fall off next GCD, refresh it. (Only if you're on Expose duty.)
-If Slice and Dice will fall off next GCD, refresh it. (lol wuts dis)
-If Recuperate will fall off next GCD, refresh it. (Only if Energetic Recovery would make this a net energy gain and worth the damage-less GCD.)
-If Rupture will fall off next GCD, refresh it.
If Tricks of the Trade or Cold Blood are up, use them.
If you have at least four combo points (five if the target is below 35% HP), Envenom.
If your target is below 35% HP, Backstab.
If none of the above are true, Mutilate.
Certainly simpler than Subtlety's priority system, if nothing else...