Berserk was a necessary addition, taking it out now...again, because of PvP (does balancing anything for PvE content matter?)...doesn't fix the problems it was added to address (most of them related to tanking). The one fear-break/resist druids get is on a 3 minute c/d...a 3 minute c/d isn't enough? It's not like feral can silence (skull bash is an interrupt with...like most other interrupts...a school-specific lock-out), or spell-reflect, or somehow magically parry/dodge/absorb all incoming damage like some classes can. All feral gets is a big health-pool, lots of armor, and a high dodge rate. Despite the crying (most likely from the mage community--very ironic), the only thing that balances feral back into a competitive position with other DPS/tank classes is mobility and character control.
If bleed dmg is "too high," and needs to be reduced...why does that loss of damage need to be "balanced" by replacing it with instant/melee dmg?
It should also be remembered that not all ferals are cats. There are a lot of points for DPS that you don't pick up if you're serious about bear form and tanking. If anything, split the berserk ability the same way other abilities (like feral charge) are: it works one way in cat form (some sort of DPS boost) and another in bear form (fear break/immune). That would be a more comprehensive answer than the usual, "well, screw you guys, the stuff you need for PvE needs to be torn up for PvP...again."
Your Pal,
Jubber