PRIME
Death Coil - Increases your Death Coil's damage and healing factor by 15%. Hasn't changed from live, which means it's still blah for tanking, unless you swear by Death Coil for what damage it does. Pass
Death Strike - Increases Death Strike's damage by 2% for every 5 RP you currently have, up to a max of 40%. Revamped for Cata, with a full 100 RP bar, you get that whole 40% chunk. Obviously you're gonna be burning RP on Rune Strike and DRW, so you may never see that full 40, but it 'll still make DS a hard-hitting power.
Death and Decay - Increases the duration of D&D by 50%. Revamped for Cata, I'd say this is a must for AoE fights. Since you can no longer reduce the cooldown of D&D, making your D&D count helps tremendously. For non-AoE fights, it can still be somewhat useful for the DoT, but other glyphs have more value.
Frost Strike - Not an option. Pass
Heart Strike - Increases your Heart Strike damage by 30%. Revamped for Cata, it's now a legit option. Will turn your unique Blood-tanking skill into a hard-hitting powerhouse. I'd say slot it and don't look back, but your mileage may vary.
Howling Blast - Not an option. Pass
Icy Touch - Increases Frost Fever disease by 20%. It's an option because of the increased threat done from the extra damage, but that's it. Pass.
Obliterate - Increases Oblit damage by %. Tooltip is broken...I can only assume this will still do 25%, which isn't bad since your Death Rites will still benefit from this skill, turning your Oblit into a valid DPS option. Problem is, you're not doing DPS...you're a tank. So unless you hate your Mastery and would rather DPS, by all means take this, otherwise pass.
Raise Dead - Not an option. Pass
Rune Strike - Increases your Rune Strike crit by 10%. Hasn't changed from live. It makes your threat-maker crit more, which makes more threat. How is this not a win?
Scourge Strike - Not an option. Pass.
Review: So for Prime glyphs, here's the top ones:
1 - Rune Strike
2 - Heart Strike
3 - Death Strike
4 - D&D
Not a whole lot of options, but then that makes it easy for choices. Slot up RS, HS and DS. Swap one of those out for D&D when you need AoE, which will probably be RS.
MAJOR
Anti-Magic Shell - Increases AMS duration by 2 second. Those two seconds could be a big deal in fights where there's a lot of magic damage, or for PvP, but you do have better options.
Blood Boil - Increases the radius of BB by 50%. This is what the glyph of Blood Strike turned into. Seeing as how BB is more important in our rotation than it was before, esp for AoE threat, it's probably nice to make sure it reaches all of it's intended targets. Just keep in mind that CC is a bigger element in Cata, so if you get this, make sure your think about it before popping it with a sheep not too far away.
Bone Shield - Increases your running speed by 15% when Bone Shield is up. Does not stack with other speed effects. See...that's the thing, if it DID stack, it'd be a great glyph for quickly running into a mob of trash while still providing some mitigation from their alpha strike, but since it doesn't, I don't see the point. Everybody and their mother knows that Tuskar's Vitality provides a permanent and similar boost while increasing Stamina too. No doubt their will be a similar version of that enchant in Cata, just like there was in BC before. If there isn't, this might get slotted, but I still don't like it.
Chains of Ice - Causes your Chains of Ice to do damage in addition to it's snare. There is that whole 'damage does threat' thing to think about, and that's the only reason it's getting this sentence written. If you swear by it's usage, esp. for PvP, get it. Otherwise pass.
Dancing Rune Weapon - Increases your threat by 50% when DRW is up. Revamped for Cata, the 12 seconds that DRW is up will turn you into a threat-making machine. You can't deny that...grab it.
Death Grip - Increases Death Grip's range by 5 yards. It's a tanking ability, for sure, and being able to us it from farther away is nice...but mostly for PvP usage. I'd pass.
Hungering Cold - Not an option. Pass.
Pestilence - Increases your Pestilence range by 5 yards. A minor glyph on live, this glyph actually transforms from the Plague Strike glyph. Regardless, it's AoE power can't be denied, but like the new BB glyph, be careful of it's power before you break someone's CC.
Pillar of Frost - Not an option. Pass.
Rune Tap - Your Rune Tap also restores 10% health of your party. Used intelligently, this can save your healers precious mana in AoE damage fights. Like CC, since mana conservation is going to be a big thing in Cata, you might want this slotted.
Strangulate - Increases the Silence duration of Strang by 2 seconds when Strang interrupts a spell cast. PvP glyph, though it's PvE usage can be helpful too...just not as much as other glyphs.
Vampiric Blood - Increases the healing effect of VB by 15%, but you loose the 15% bonus health. This is a tricky one...on the plus side, your healers won't have to work as hard for 10 seconds when they're healing you for those crunch times, but then you don't get a huge increase to your health pool either. Your mileage is going to determine the value of this.
Review: So, for Major glyphs, we've got:
1. Dancing Rune Weapon
2. Rune Tap
3. Blood Boil
4. Pestilence
5. Vampiric Blood
6. Bone Shield
7. AMS
8. Death Grip
9. Strangulate
You've got a few more options on the table, with one definite choice (DRW). The other two slots are a toss up between bringing AoE utility (BB and Pest), party utility (Rune Tap) and solo/tank utility (VE, Bone Shield, AMS, Death Grip, Strang). Pick your poison that gets the job done.
MINOR
Blood Tap - Blood Tap no longer does damage to you. Pretty self explanatory. Take it.
Death's Embrace - Your Death Coil refunds 20 RP when used to heal. So, unless you're Lichborning yourself and self-healing, it's worthless. Moving on.
Horn of Winter - Increases Horn of Winter by 1 minute. Unless they took out the 10 RP you get for using HoW, you're going to be refreshing HoW on a regular basis anyways. Get this if you're lazy.
Path of Frost - With Path of Frost up, you can land further than normal when falling. So, it's safefall for DKs. Gotta love these Trinkety minor glyphs...it's not bad though.
Raise Ally - Increases your Raised Alley's health by 25% and run speed by 15%. I personally love Raise Alley...this will be helpful.
Resilient Grip - If your target is immune to DG, it's cooldown is refreshed. Can't complain here...Take it.
Review: For the minors, they all have their uses...your playstyle will determine what you take. For me, I'm grabbing:
1. Resilient Grip
2. Raise Ally
3. Blood Tap
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Thoughts?

