Since you clearly disagree why don't you share why?
I'm not here to hold everyone's hand in how to counter double boomkin. I have my ideas, and I will share them with my team.
As for you're arguments as to why double boomkin should be banned (you argue that they can't be sheared and that pre-healing starsurge is irrelevant):
1) Sure sometimes you can't shear a boomkin. Fine. But that means that boomkin has only a limited number of targets to cast into. Essentially making it easier to pre-heal, bubble, pop cd's, w/e. Good teams aren't going to let boomkins abuse their range so easily.
2) You argue being able to predict who the surge is hitting is irrelevant. I chuckled. Like I said in point numero uno, pre-heal/bubble the surge, pop cd's, etc. Shit you could even dispel all the dots on that target too, meaning they take even less damage after the surge. As long as the target isn't getting one shot and is getting topped back off after the use of that cooldown, then pressure will start to go your way.
Also, I have experience against double boomkins in multiple premade settings.
You que pugs on an FC doing a mediocre job. Stop acting like you know anything about mid fight chemistry or the premade meta for that matter. You're as ignorant as ever, so this will be one and ONLY reply before you send some more hogwash my way with more ignorant as fuck posts.
The real strength of double boomkin, in my opinion, isn't even the starsurge. It's the spread pressure that they can do, as well as Starfire, which is really hard to predict who that's going to hit. Fortunately, they have to wait on a eclipse to make it relevant.
As for R-Druid vs Double Boomkin comps (everything else kept remotely the same):
I've healed against double boomkin. I've healed against HIA's boomkins in the finals, who know how to properly dish out the max damage a boomkin can do at 19. Sure, we got GY farmed. We were also down a player, sometimes multiple players, in mid, against horde racials. If you actually went and re-watched the UGGTW vs HIA vods, they also were pushed into GY. Double Boomkin comps suffer from not having a designated FC. Eventually, their numbers advantage runs out, when either the hunter has to FC before 6 stack, or one of the boomkins has to FC 6+. Because of the number advantage and the extra DPS, they have a certain amount of time to wipe mid, or it will be a cap for the team running a Resto Druid FC. Once the double boomkin team has to commit someone to FC'ing, the numbers are even again, and that's when the mid fight starts to be more about team synergy and less about the double boomkin. Sure, you can argue double boomkin is still at an advantage (one team has 2 hunters in mid, while the other has 2 boomkins), but that advantage isn't enough to ban double boomkin, as you CAN win mid. Eventually you will get rotted out, but if you effectively burst something down before that happens, YOUR team is in the advantage against double boomkin(flintlocke's Op). If the double boomkin team ever has to send their boomkin to get the flag, they are at a disadvantage against R-druid FC. It's all about the mid and objective pressure they can put out from the opening mid-fight.
THIS is why i say for team to think outside the box. No it's not a "disgustingly bad" argument. Teams need to view comps based on weaknesses and strengths. I've only talked about the R-druid vs Boomkin trade-off. There's many different comps one could run, comps that could, in theory, beat double boomkin in mid from the start.