Currently, I feel that the stated design of glyphs is MOSTLY there for rogues. The big exception is the Adrenaline Rush glyph- if you are combat, you need that glyph, it is an unambiguous dps increase. Even the vendetta glyph isn't a guaranteed increase.
This means that we basically have open glyph slots in raids. I always glyph feint. I normally glyph expose armor (I'm in a 10 man), and my last slot is often smokebomb, but I'm not above something like cloak, sprint, deadly momentum, recuperate, or kick- all fight dependent, but none but cloak are really game changing (deadly momentum is a very small dps increase if you aren't mutilate on an add fight, and the others can be interesting).
However, the PTR is bringing some strangeness.
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Glyph of Sharpened Knives:
http://ptr.wowhead.com/spell=146628
"Your Fan of Kinves also damages the armor of its victims, applying 1 application of the Weakened Armor effect to each target."
This is a unique thing as far as I know [EDIT: The tallstrider pet can do this, pointed out below]- I don't think Weakened Armor can be applied via aoe by anyone else. This is a CLEAR dps increase on any fight you press fan of knives more than twice on a mob, and once if there's anyone else dealing physical damage in your party. This boosts damage from subsequent fan of knives by a little, and damage from bladestorm and friends by more.
EDIT: Even with this, I can't imagine every hunter has one ready to go. My 10 doesn't even have hunter (4/13h LF Hunter, PST to Verain of Ursin!), and often hunters have to bring a different pet. Still, not unique. Still quite good.
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Glyph of Recovery:
http://ptr.wowhead.com/spell=146625
"While Recuperate is active, you receive 20% increased healing from other sources."
This is great. While not as sexy as glyph of cat form (which has no restriction), it's giving us back our old +20% healing taken, with the restriction that this is a recuperate specific buff. This SHOULD be competitive in PvP versus any comp that will focus on you. It's unlikely to see use in PvE unless you plan on rolling recup the whole fight, but it could be niche on some fights.
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Glyph of Redirect
http://ptr.wowhead.com/spell=146629
"Redirect no longer has a cooldown."
This gem looks to be mandatory in any pve fight where you actually switch targets. It's not a clear single target increase, but it DEFINITELY ramps up the competition for a rogue glyph. You'll likely consider this in pvp as well. This glyph is pretty game changing. To be quite honest, it seems too powerful- even though I can think of plenty of times when I wouldn't take it. If it goes live, this will be very exciting, but does it fit Blizzard's current opinion on glyphs? I mean, this is a spell with a minute long cooldown, even if it doesn't have a use in all content. I would expect it to have "...but also costs 10 energy" or something added to it.
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Glyph of Hemorrhaging Veins
http://ptr.wowhead.com/spell=146631
"Your Saunguinary Veins ability now also increases damage done to targets affected by your Hemorrhage."
This is the most welcome thing around- but also WILDLY powerful. While it won't affect your PvE rotation much (you might let rupture drop for a couple seconds to put up a 5 point, if you screwed up and couldn't do that before), it will affect the difference in damage from a rogue who just keeps up slice and spams eviscerate and doesn't give a hoot about the second timer- that guy will be a lot closer to your sub PvE numbers.
In PvP, where this nerf was never a good thing, it will really help sub with target swaps. This change was never aimed at pvp, but it sure did add a whole new dumb thing we had to maintain. Still, doesn't this sound TOO good? Like, you won't go into PvP without this glyph if you are sub, it will be fully mandatory. I would expect it to finish off with something like "...but your Sanguinary Vein only increases damage by 18%".
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These are pretty game changing, with the last two looking very powerful indeed.