Quoting Braindance : arena is "politics".
I'm not saying Incarnation is worthless, just that it's a different playstyle, one I like more. Plus I often use finishers with less than 5 cp (especially sr).
About glyphs, as sonn as I'd finished I thought I should have mentionned SR glyph, I don't use it, since there were (for me) more interesting choices before, now it could taken into consideration, but with my opening you get a 18 sec sr anyway, pounce don't matter that much.
About silence, yeah that should be added.
About NV, it actually does, healin is done from the point where the attack hits, so it will heal you if you're missing health. You made me doubt about it so I did some testing, turns out it's quite a smart ability, and it won't heal you anymore if you're topped. By the way the healing it provides got buffed in 5.2 :
We're making a change to the way damage-to-healing conversions work so that the healing is not affected by resilience. The healing will be based on how much damage would have been done as if the target had no resilience. If you hit an opponent for 10K and have a mechanic that converts damage into 50% healing, your hit may land for 6K because of resilience, but the heal will still be 5K (50% of the unmitigated damage). This only applies to resilience, not to armor, Shield Wall or other forms of damage reduction.
This change currently includes Atonement, Glyph of Battle Healer, Ancestral Guidance, Vampiric Embrace, Nature's Vigil, Glyph of Siphon Life, Eminence, Glyph of Flame Shock.
Related, we have read feedback that certain mechanics, such as Retribution's mastery, Hand of Light, are double-dipping from resilience. If this happened, then your attack would be mitigated by resilience and then the mastery proc (which is supposed to be a percentage of the main attack) would also be mitigated by resilience. However, we can find no evidence that this is actually happening. In our testing, Hand of Light is never mitigated by resilience a second time. If anyone has additional information, please share.
PvP Power is also to take into account.
Hotw and Doc are both good alternatives as I mentionned, but I'm using NV more.
Note : nobody was using NV in pve ever, DOC was always better, or hotw on some situations.
About your trapeating macro : I don't understand what nohelp adds, please explain.
Healing touch heals me for 93 (noncrit) to 199k (crit) outside of arena with NS. I wrote 40k, it's including MS, it's also an average, sometimes it's less sometimes more. You have to take into account that Battle Fatigue come into the equation but also PvP power wich isn't enabled outside except if you're duelling. Also, any agility or intel increase also improves your heals (nurturing instinct : 100% agi converted to nature spellpower), so dancing steel and on use trinket will be a boost... I'd say about 60k average in arenas, I should record an entire session to make calculations.
5.2 was great that way for me, because what i enjoyed the most with 5.0 was being able to spam heals for insane amounts, before they nerfed pvp power for non-healing specs. That's an aspect that really makes us hybrids, I like it, I understand some of you would prefer just hitting, that's probably not the vision Blizz has for hybrids atm.