Nice to see the changes being made so quickly. I fear I may have given you too much info in that post on mages, so I'll clear up some of it here.
You don't really need three links to Frost Mage armories on the first page. The difference in gemming is really subjective and that should be something mentioned for all specs so in reality it's only necessary to link one armory, gem it how you wish. Some mages will go full resilience, but most find that you need to gem offensively. I say this because all three armories have the same gear now, so you might as well just have one and mention that gemming is a process each person needs to decide for themselves. Also, gemming haste is still something that some mages do. Most arena types don't simply because with the setup I gave you, you can get to ~51% haste with the trinket + icy veins and that's enough to blow someone up very quickly.
This is the armory that probably reflects the best setup for the average Frost Mage. It has a decent amount of resilience and good spell power. Gemming further for intellect can work, but the more you gem for an offensive stat, the more talented you need to be, because when you do get hit, you're going down quick.
http://chardev.org/?profile=274138
If you want two armories up there, I'll give you the alternative armory that a few very talented mages use. This setup is extremely low in resilience but has absolutely insane amounts of spell power which allows for you to just annihilate enemies. That said, you had better know what you're doing with this setup or you'll die a swift death.
http://chardev.org/?profile=274229
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The difference between the two is that one uses 4 piece / 4 piece, the other simply uses 2 piece / 4 piece.
You may not want to even include this second armory, anyone who doesn't know how to Frost Mage like a god will probably be a corpse real quick.
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Rogue:
Here's a setup that some Sub rogues use when they don't wish to grab the 4 piece pve set. It's arguably better because the pve set bonus isn't that amazing, but then again, if you're backstabbing alot, who knows. I just have seen this one once in a while. You don't need to link it, I'm just posting it here for reference. BTW, It's one of those builds that requires the user to be insanely good, otherwise they'll die quick.
http://chardev.org/?profile=274239
The long and the short of that armory is this:
Some rogues choose Necklace of the Deep over the Guardian's Neck because it offers two slots. This allows for 50+ agility w/ 20 stamina. The same applies to the belt (Don Alejandro's), the Shadowmaster Boots and the ring (SoS rep, Band). The ring is especially nice because it has the equivalent agility as angelista's or the hard khorium band and it also has a 160 ap proc
That said, alot of rogues might keep the 4 piece T6, but they mostly use the Band of the Eternal Champion over the Sin'dorei Band. You lose a bit of resilience, but you gain alot of stamina, a small ap proc and agility instead of ap. The alternatives for those who aren't exalted w/ SoS are the Hard Khorium Band made by JC'ers and Angelista's Revenge from Anwehu/G'eras. Another piece that most rogues prefer is the Cloak of Unforgiveable Sin. It has alot of stamina, Agility instead of AP and haste. It also has a socket.
Lastly, most rogues and other agi users will take the 45 stam/15 agi leg enchants over the ap/crit ones. Granted, the AP/crit ones are much better offensively, but for some reason while they'll skip stamina in some places, they won't skip it there. I think it's to do w/ the amount of stamina found in the enchant.
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Holy Paladin:
I really have no idea because I don't play a Holy Paladin, but I do play w/ one in my arena teams @ 85. Here's a few things I noticed though:
1. Gloves - Since Holy Paladins are casting Flash of Light so often, I think the PVP set gloves bonus might be worth it, though I could be wrong. If its not, I think they rely heavily on crit as well, so that might make them want the Sunblessed Gauntlets instead even though you lose a bit of Int.
2. Legs - I think you'll find alot of benefit in using the Legplates of the Holy Juggenaut w/ their 3 slots.
3. Bracers - Not sure either way here, but if you want to keep the belt w/ 2 sockets instead of the pve set 1 socket, you'll may want to switch these to the pve variety. This is because the PVE 2 piece set bonus increased the spell power applied to Flash of Light by 5%, nothing to laugh at.
That said, I really don't know about any of that, but it seems logical, atleast when it comes to the PVE set bonus, and if I wanted to keep the PVP set alive I'd switch out my legs, not my gloves, you gain more sockets, and the glove bonus. That said, you do lose a tiny amount of some stats and gain a tiny amount of others by doing all that given that you keep gemming resilience, although gemming up to 40% resilience as a Holy Paladin means you're getting trained often.
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Hunter:
You may wish to switch the Superior Potency weapon enchant to Exceptional Agility. You lose 12 AP but gain .67% crit.
You also may wish to move one point in talents from Termination to Rapid Killing. Termination as a talent doesn't play in that much in PVP. It's nice, but the amount of time you spend casting steady shot on a target thats in the execute zone is small. The focus return is small as well. The Rapid Killing talent is amazing for focus return (it works w/ Rapid Recuperation) anytime that there is something you kill which return exp/honor. For example, killing the fiends/projections off a Shadow Priest may count if I remember correctly and would give you lots of focus. As would getting the killing blow on a dying pet, etc. It also gives you a boost to aimed shot if you find you have time to hard cast it right afterward.
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DK Again:
Blood might need 2 armories, as many Blood DK's play it not as FC's, but because its easier to stay alive and kill someone as Blood than as Frost. Frost has more burst but Blood can stay alive longer and has really hard hitting attacks, even if they take awhile to get put out (10k+ Death Strikes vs. 8-9k Obliterates in similar gear)
Lastly, you may want to consider adding small "Notes" sections below each class as the predecessor did. It may help prospective twinks who are choosing classes which have builds based around specific mechanics. I.E. Mention the Frost Mage crit soft cap, haste levels, etc. Mention to bring an extra weapon as a 2H/DW DK.