http://wotlkwiki.info/talent/rogue.html?b=9c53231053021315021005221301302305002005zt
To me... they buffed the hell out of dagger builds for the expansion, which is a good thing IMO considering the first expansion kind of killed them. Mutilate and deep assassination to me seems like the best all around choice for dagger lovers, myself included. They made mut a little better when they let poisons affect elementals that didn't belong to that element. I haven't played in 5 months so I think that's still the case(I'm on deployment). But it was still subpar.
But the Hunger for Blood needs to be looked at in order to make an educated decision on the usefulness of that build in PvE. As it stands, it could be better than combat. This leaves much to debate with the Prey on the Weak talent in combat... which is the only good thing they put in that tree IMO. If you can continuously refresh Hunger For Blood (HfB), then I'm going to go out on a limb and say it will surpass combat, or very very near it. I can't imagine HfB not getting refreshed since it says it lasts 10sec and costs 30energy. So with GCDs, you might get 7 or so seconds of that 15% stack buff, but you'll have to wait for your energy to get back to pull off 1 mutilate and maybe a rupture at the end. Then you'll have to wait on a cycle to get your SnD back up, put up a rupture, etc.
Cut to the Chase... worthless IMO. Unless there's going to be some base crit increase for rogues or those abilities... I'm not dumping 5 points in that POS.
Deadly Brew and Devious Poisons are amazing for PvP and PvE...
Bloodspatter is another good talent for Mut rogues... and when combined with a PvP 51/0/20 spec, your ruptures will deal 50% more damage.
I decided to go with Imp. KS instead of Imp. Evis because given how good evis is in the expansion, I probably wont use it so much as i'll be using rupture more... and Imp. KS will be nice in 5mans, 10mans and pvp occasionally when i get bored. Since the expansion is making raids have 10man versions, there's a good chance that some of those mobs in them will be stunnable so the Imp. KS can help the raid dps. It's still not optimum overall... but it's what I'll go nonetheless.
PS Sorry I couldn't get the link to work... the internet over here is horrible and I barely got this page up.