@OP - Intermission 1 we use:
Front Left: Tank (DK or Monk) + Rogue (+ ele cap totem)
Front Right: Tank (war or Pal) + Resto Druid HotW
Middle: Disc Priest + Dps War
Back Left: Hunter (binding shot) + ele shaman (solar beam + wind shear)
Back Right: Destro Lock + Arcane Mage
The "back" people drop ~3 globals into the middle group on their way back, which usually pretty much kills the front add in the middle pack.
You have basically the same comp as us, just replace our DPS war with your feral Druid. I don't know what feral Druids have for CC, but our warrior usually uses shockwave + disrupting shout, so that's quite a bit of CC. You could easily have your ele shaman drop cap totem on his way past the middle group if you have your DK take remorseless winter to stun his side. Disc/Druid is great for dps during this phase but terrible for CC. When we wipe, it's usually due to missed CC, because we have very little margin for error. We are able to get to ~20 energy otherwise.
I don't think I can say enough times that Intermission 1 is the hardest part of the fight for 10m. You really do need to optimize talents and glyphs and even specs for it, even at a moderate dps loss in the rest of the fight.
@Phase 4-
10 steps to success:
1. Don't mess up Malices (killing anyone or letting energy hit Garrosh)
2. Designate 3 people with strong cool downs to take the last 3 ticks of Malice 2 and spawn the meteor
3. Don't spawn any extra Iron Stars (ignore dps and spread out, just don't spawn 2)
4. Stack up as soon as Bombardment 1 is over for Malice 3
5. Kite the Iron Star Correctly
6. Pick 3 immunity people (2 prime + 1 backup) to handle Malice 4. Have them stand on opposite sides of the person with Malice
6a. It is okay if the person with Malice 4 dies. Just don't give Garrosh any energy.
7. Everyone else GTFO as soon as Bombardment 2 starts, do not spawn a 2nd star
8. Stack for Malice 5
9. Spread out for Bombardment 3
10. Victory