Originally Posted by
Biral
Thing is this though:
Raid-wide target-based:
Moonkin increase Arcane and Nature damage by 6%.
Moonkin increases hit chance by 3%.
Death Knight(Frost) increases melee haste by 20%.
Death Knight(Blood) increases attack power by 10%.
Mage(Fire) increases Arcane, Fire, and Frost damage by 15%.
Mage(Frost) increases Arcane, Fire, and Frost crit by 10%.
Mage(Double Util) does both of the previous two.
Retribution Paladin increases crit chance by 3%.
Priest increases Shadow damage dealt by 10%.
Shaman (Enhancement) increases attack power by 10%.
Survival Hunter increases attack power by 25% of its own Agility.
Survival Hunter increases crit chance by 6% of any target affected by its non-damage traps (Frost, Freezing, Bear).
Warlock (CoE) increases Arcane, Fire, Frost, Nature, Shadow damage by 10%.
Warlock (CoR) reduces enemy armor by 800 (no new rank atm).
Warrior reduces enemy armor by 3925.
Warrior (Arms) increases physical damage by 4%.
As far as it goes, Moonkin is the most utility in raid-wide buffs primarily due to its hit debuffer.
The only option for Moonkins getting more damage or more utility would be to nullify that talent or replace it with one more PvP oriented which I don't think would work well, given the presence of plenty of PvP talents in the tree already.