Ok, I admit it fully: I never played before Wrath. Even worse, I didn't hit 80 until ICC 5-mans were out so when I ran heroics I was essentially being carried until my gear (very quickly) caught up with everybody. I knew Cata was reintroducing CC, and even if it wasn't trying to, I knew 5-mans weren't going to be facerolls anymore with the current availability of gear.
So here I am, someone who does not want to be a huntard facing the real possibility of being useless, or worse, a detriment once I start running dungeons (I've spent my time since release simply questing and levelling professions). But I've been thinking about it, and I wanted to run what I've gleaned so far before the mmo-champ community for their thoughts, corrections, etc. (I'm going to speak in declarative sentences in some cases; don't take that to mean that I'm 100% behind the statement, just that it gets obnoxious to add a "- right?" to every statement
Multishot: Obviously never use when mobs are cc'd. I was thinking that you can still use it if you want to misdirect a group to the tank before CC is put on (i.e. to open a fight), but now I'm not so sure. I'm guessing that if you're SV with points in Serpent Spread that any subsequent CC would be broken by the ticks so don't use it then (if this is wrong, please let me know). But I'm also thinking the Pet may become an issue ... I'll talk about this some more below, but will my pet move on to another targets that are CC'd if they had been hit with the multi-shot at the beginning of the fight?
Freezing Trap w/Trap Launcher: Bread and butter CC, learn how to use it where it needs to be used. Ice trap is rendered moot since you're using Freezing Trap; Immolation Trap is ok to use on a target but Explosive Trap and Snake Trap can break CC so do not use. Explosive Trap is something that has been added to BM and MM priority rotations, but it must be remembered that that is for bosses, not mobs, so don't use Explosive Trap <--- that sounds right, right?
Wyvern Sting: If spec'd into Survival, your second main CC effect. Should probably not be used on a mob that you want to save for last because the sting ticks after it ends will prevent additional CC for a short period of time. I think undead used to be immune to Wyvern Sting, is that still the case?
Silencing Shot: An interrupt available for MM. Short duration of the silencing itself does not allow it to replace other forms of CC so better used as an interrupt.
Tranquilizing Shot: While not strictly CC, enrage effects are more dangerous now that the tank isn't overgeared so it should be kept handy and focus shouldn't be allowed to dive too low in case you need it. Obviously this will cause a dip in dps but during mob battles a hunter's first priority should not be to maximize dps.
Distracting Shot: A more active kind of CC in which the Hunter offers himself up, usually to save the healer. Feign Death afterwards is dumb because then the mob just goes back to the healer. Ideally you'll be able to misdirect to tank, disengage, throw off a money shot, and the mob will leave you both alone. Another option is to use your pet to kite the mob back to the tank where hopefully he/she can pick it up (gets you firing your good shots again faster than simply running back to the tank, but can get tricky to get used to doing). Freezing trap can also be useful if off cooldown, just make sure you're not going to immediately hit the mob with a shot and break it. Can also be used to kite a boss/mob off the tank if necessary, although I would think this is something that is prediscussed and not something you do on the fly.
Pet Control: Never have pet on aggressive. Turn off Growl, Taunt (if you've brought your Shale Spider with you), Thunderstomp (ditto), etc., before you even start the dungeon. Make sure those commands are available, tho, if you do need them. Until comfortable with cc situations, keep your pet on passive and just click attack on the mob you want it to go after. I'm wondering if it's worthwhile in this situation to bind via macro a pet attack command to one of your "big" shots to make sure the pet stays on the mob you're targetting ... but then again, if I need to switch targets for some reason (the distracting shot scenario above) I may be pulling my pet off the target I want it gnawing on, so probably not worthwhile.
Pets themselves:
Silithids (BM), Spiders, and Dogs all have rooting effects, although they are short duration. May be useful for slowing down a mob, especially if being kited.
Nether Rays and Moths have silence/interrupt effects, also of short duration. Don't know how useful they would be though, even if Hunter is not spec'd MM, with the number of silences/interrupt effects in the game.
Chimaera (if BM): single target slow effect. Again may be useful for single-target kiting.
Wasps/Bats/Monkeys can stun or blind, but very short duration and single target.
Foxes and Tallstriders: Good for helping the tank fighting multiple physical damage mobs, although unless petopia is wrong, the fox attack is way better than the tallstrider one - to the point where I don't know why you'd even bother with a tallstrider.
Sporebat also have a mob reduction effect, but in this case on casters. However, it's a very small range (6yds) so unless the casters are somehow clumped together probably won't be very useful except on single targets. Corehounds have a similar effect, but that's strictly on single targets (although it's a ranged attack rather than an area attack, so it might be useful against that one caster that thinks it's too good to join the rest of the mobs).
Ok, I think that's all I got. Please, please PLEASE don't hesitate to tell me where I'm wrong or what I've missed.