This sounds all like you're playing as 1v1.
In WSG, however, if I remember correctly, there should be at least 5 players on each side (subject to change because I haven't played wsg in a while). The smart twinks will accompany the rogue on offense, with at least one providing CC. The few times I played my prot paladin, I've always TRIED TO keep my back away from melee. When someone snares, rogues have a better chance at staying behind me, but when they don't, should they be forced to stealth every 10 seconds after two yellow hits or should they swing at my front because I may be about to die?
Now for gloves, people may qq about not landing a hemo on a target about to die because he backstrafed and dodged/parried some attacks and the target manages to get a heal. If you're one of these rogues, you can decide if you desperately need that expertise or can do fine without it.
Neither are BiS, it just depends on the playstyle of the user. Some want to play hit and run, others want to continue bashing at the target.
On DesHs note, for those that dont understand, the crit cap is not a hard cap. Its a soft cap designed for ambush. However, should the rogue's target allow the rogue ToT, will a smart rogue stay on target, and will the loss of 5% crit be a gamechanger? Chances of that happening vary in the comp set in game and the intelligence of the rogue's target and those around him.