I'm going to do a full 3.0 Resto review soon, based on the latest patch changes, but I wanted to take a few moments to mention the major recent updates.
The biggest skill change is that Lifebloom has had its healing reduced and mana cost increased. This sucks, but we saw it coming. Blizzard maintained that, in BC, Lifebloom was dramatically stronger than intended; it wasn't supposed to have become our primary heal, but just another tool in our arsenal. The fact that we can roll LBs all day and never go OOM while delivering ~4000 HPS across 4 targets was just a wee bit OP.
In the Balance tree, Nature's Grace got bumped up to a 3 point talent (33/66/100% chance on crit for the next spell's cast time to be reduced by 0.5 sec), making it less attractive for full Restoration builds - although crits are being made more useful by Living Seed, they are still not a reliable HPS booster. However, Nature's Splendor got bumped down to a single talent point (duration of all DoT and HoT spells increased by 3 sec), hugely increasing its value. All PvE Resto builds should seriously consider investing in this talent now - it buffs Lifebloom and Wild Growth by a whopping 43% while freeing up a minimum of 2 GCDs per spell.
On the Restoration side, Gift of the Earthmother keeps getting toyed with; its latest incarnation doubles the base GCD reduction from 10% to 20%, so now Lifebloom and Rejuvenation will be 1.2 sec with this talent rather than 1.35. It's still damn nice. (Math: 10 sec duration / 1.2 sec GCD = 8 rolling LBs; or you could hold Rejuvenation on 12 targets, etc.) In other news, Flourish was renamed Wild Growth, and its net healing was reduced by around 75%. No, that's not a typo: Blizzard said that it was way too good in its original incarnation, healing as much as CoH in its first tick. It's intended to heal about 50% more than CoH, but over time instead of all at once.
In response to questions about Wild Growth's nerf, Blizzard said that Druids needed an AoE healing tool, but they are not intended to replace Priests or Shamans as the best in that role. Apparently, encounter design in WotLK will feature plenty of places where AoE healing is useful. It remains to be seen how valuable Wild Growth will be in raid healing, given the strength of CoH and Chain Heal.
(Note: Paladins are getting Beacon of Light as their quasi-AoE healing tool; the value of this is that they can continue to heal the tank while also healing the other members of their group. No Paladin HoTs for you - unless you count Sheath of Light, that is.)
Another item that is worth mentioning is that Lifebloom's final bloom - along with Prayer of Mending and Earth Shield - should now credit their heals to the caster rather than the recipient. This will make healing meters more accurate, but its principal in-game effect will be that the caster will now also be credited with the threat generated by these effects. Thus, you can no longer use PoM or ES as a cheap initial threat generation technique for tanks; in fact, precasting PoM in a large pull could well get the healer smashed. To help avoid this problem, all tanks are getting better AoE threat generation tools.
The final value of this change applies particularly to Paladins, as they should now properly regenerate mana from Spiritual Attunement when they get healed via these spells.