Here is a brief list of some of the things I came up with, sort of as a "wish list" of changes I'd like to see happen:
Blood strike now acts as a method to congeal or coagulate the victims blood, and melds any diseases currently afflicting the target to their flesh, making them (the diseases) temporarily undispellable until worn out or renewed.
Reason: It's easy to see why a change like this will probably be need to be made, by following this thread: http://forums.worldofwarcraft.
This wouldn't make ALL diseases that the death knight spreads undispelable. You still have a chance to do so in pvp before blood strikes hit. In addition, diseases spread via pestilence would not be "sealed in" and undispelable until they are struck with a blood strike. This let's the DK focus on keeping a single target debuffed for the purpose of disease synergy, while not making diseases completely uncounterable.
Finally, this would actually make blood strike feel like it has an actual purpose (and one that makes sense), and be more fun and engaging to use. Abilities that have a clearly defined purpose always make for more interesting gameplay. In addition, it would give epidemic actual value in a PvP environment, as extra duration on dispelable diseases is rather underwhelming to say the least.
Edit: Perhaps the disease/blood strike change is too strong, and perhaps it isn't.
Perhaps the diseases should get harder and harder to dispel with each blood strike applied to the diseased target. Say, 35%/70% for every 1/2 blood strikes. This, combined with virulence, would give 100% undispelable, but ONLY on targets that you've performed blood strike on twice.
I really like the idea of blood strike causing the targets' blood to coagulate when diseased, though.
Scent of blood: In adition to it's current effects, it now also reduces the RP cost of all offensive RP abilities by 5/10/15%.
Reason: Many people do not like this talent simply because it's only useful for tanking, where RP abilities aren't as huge of a concern as maintaining rune rotations. This would allow people to get use out of the talent even when not taking hits, while at the same time making things like hungering cold, DRW, gargoyle, death coil, and unholy blight easier to squeeze in for any situation.
Vendetta: In additon to it's current effects, Vendetta now also gives the DK a 10% damage boost for 20 seconds if their ghoul is prematurely slain in battle.
Reason: The idea here is to spice up this talent a bit, while at the same time encouraging players to bust the ghoul out even in environments where it might get killed off via AOE pretty easily, as blood DKs have no way of resummoning a ghoul very quickly. You must avenge poor Brainsnatcher. :)
Horn of winter now lasts 5 minutes, but now costs 30 RP. Please.
Glacier rot and Endless winter have swapped places.
Reason: This one is pretty obvious. Glacier rot does nothing for deep blood and deep unholy specs. Endless winter, on the other hand, would be a great talent that any sub-spec would be interested in picking up, including any build interested in PvP. This, combined with the blood strike baseline change would go to solve a lot of mechanical issues players are having with fighting the DK resource system. Chains of ice is still dispelable, so I don't see this as being OP.
Killing Machine: KM procs now also automatically refresh the duration of Horn of Winter.
Reason: Quality of life issue that would be a perk to frost. Frost is more RP hungry than any other tree, and would benefit more from this change than blood or unholy.
Anticipation: Now also reduces the RP cost of your Rune Strike by 25/50%.
Reason: This is the only early tanking talent that we get that doesn't offer an ancillary effect that's beneficial in PvP. Blade barrier has the side effect of not only providing 10% physical mitigation, but also increases the proc chance of rune strike by 10%. Tougness increases armor, but also reduces snare effects. Anticipation is just a flat 5% dodge. Useful, but not exciting. This change would allow DKs who enjoy both PvE and PvP a reason to be excited about picking up a tanking talent, and not feeling "bad" about it when not tanking.
Corpse Explosion: Additional effect: Targets affected by corpse explosion are now dazed for 8 seconds, and take an additional 10% shadow damage while dazed. In addition, all diseases on affected targets are now refreshed to their maximum duration.
Reason: The idea here is that players don't like weaving CE into their rotations, not because of the damage it does or doesn't do, but because it costs players an unholy rune that could/should be used to refresh desecration instead. It simply doesn't "do" enough or warrant enough reason for use. If CE dazed targets and increased the shadow damage they take, you'd somewhat make up for the loss of a desecration on your next rotation, feel rewarded for using CE (which is VERY situational at best anyways), and would make players actually look forward to using the ability. In addition, refreshing the diseases on affected targets means that using CE creates the opportunity of using blood boil more, which encourages picking up talents such as outbreak and reaping. This would be a great synergy change, and rightfully so, as again it's a very situational ability at best.
Unholy Blight: Additional Effect: Now heals the Death knight for 50% of the damage done.
Reason: Simply put? Flavor.
If you want more reasons, follow these posts: http://forums.worldofwarcraft.