What I'm sure a lot of people will say is to make good, clean swaps.
For TSG, ride the Warrior and don't let him get to your Priest or it's over, and once the Warrior Trinkets, full CC him and swap. Another strat against bad teams is to FN both the War and DK at once and Cheap Shot the Pally; at least one person will Trinket and you can proceed to CC them. If nobody Trinkets, the Pally will be forced to Bubble within ~7 seconds of the opener and you can MD for the kill. If your Priest can't MD, just ride the Warrior who will easily go down as soon as Bubble comes off (Sheep + FoF DF + Imp CS = 20 seconds of no healing). A quick note is to save Novas for peels and get some debuffs to cover for Sheeps on the Freedom target, and try to keep track of Kidney so that you can FoF DF + Imp CS + Kidney their whole team.
For Beastcleave, it's all about how well you (or your partners) can survive the train game. Hunters are the reason I'm getting ~1200 Resil this season. Most games open up with a Cheap Shot on the Hunter and decent CC on the Shaman and Pally with Fear+Sheep to force a CD or two. Bestial Wrath goes off here and Wolves/Lust not too far behind; Spellsteal the Lust off the wolves since they only have one buff and use the extra Haste to LoS and kite the Shaman while BW wears off (only 10sec duration). While waiting for it to dissipate, decide on a swap target and swap hard as soon as you can land a Poly+Fear on the other two. If the Pally is allowed to spam Dispel, the pressure will easily kill one of you, so Imp CS and/or FoF DF the Pally as you swap (if you can't Sheep/Fear) to let the CC on the other guy stick (Ice Armor with 5 things on you = FoF procs, and CoC on 4 targets has over 50% chance as well). We tend to win if it's not RoL/RoV because we just LoS until they get poor positioning. Most Beastcleaves are bad and will tunnel hard enough to open themselves up for easy kills once Wolves, second BW, and Bubble are down. I prefer to play defensively because I'm bad at offensive positioning and often open myself up when trying to burst.
For Spellcleave, again we win most matches that aren't RoL/RoV because LoS is the name of the game. You're going to be playing mostly control by not allowing them to global your teammates, and you should try to "eat" some Spell Locks (of course juke often but get the pressure off your Priest so they don't blanket silence him for ~7 seconds). Whenever you get a moment to burst, pop everything you have because these opportunities are rare. We're still struggling with SPriest and UA Lock variants because I can't control their damage nearly as well as I can against Destro/Ele/Frost; trying to force their Trinkets early on is difficult with the number of interrupts/silences they have, so we can never get the initial pressure without Sap.
I decided to write this after i read ppl getting a 10K crit of envenom in pvp. Envenom gets 45% of the attack power as dmg. You get more that 1k resilience wearing only PvP items, no gems or enchants. If you go in arena with 700 resi dont whine 'cos you die too fast.
5 stacks deadly poison.
Numbers are rounded to the 4th digit.
(1)Rogue in pvp gear: 4600 AP
(2)Rogue with alot of pve gear: 5000 AP
Base damage + 0.45*AP = 1075 + 2070 = 3145
Talents: Vile poisons +20%, Find Weakness +4%, Murder +4% = +28%
My envenom crit chance in pvp is about 25%, i dont see Envenom out of control by far. If ppl was just ignoring a rogue on them, now they have atleast heal. When i was on any plate target not even able to force him to do something to get rid of me was very frustrating.
Edit: I didn't put 5.5k AP (BoM) just because i forgot. I'm not used to play with a paladin in 3vs3 and anyway i dont think there are many high rated setup for a rogue + paladin.
Edit2: I dont see why ppl complain about the dmg on targets under 35% Hp, that's our (crap) execute. Warrior and hunters have that too on a separate ability, with the difference if you drop under 20% vs an hunter you are just dead.