TotT glyph also increases the duration of the damage portion of the ability, thus making it a 5% total damage buff (10/30 x 15%) up from 3% (6/30 x 15%). This also gives a lot better aggro for tanks, which is really good for most add fights. The value of this glyph is greatly diminished by fights that force you to trick the tank instead of a dps like LK or heroic Deathwhisper for example. Even if you wouldn't get the glyphed tricks yourself it's still a bigger raid dps upgrade than sinister strike.
The SS glyph is a bit of rng and doesn't really bring that much dps into the table as people seem to think. High rupture rotation limits the number of eviscerates to such low amounts that the only thing SS glyph does is add one or two of those per a fight. Currently my spreadsheet shows that the value of the SS glyph is 30 dps which is way less than the 2% provided by the TotT glyph. Mavanas' simsheet also gives out similar results. Surely the SS glyph makes it easier to start and make up for mistakes in your rotation (and keep it up even if you need to fok or use feint often), but if you are able to perform your rotation without it it's much better to have a tricks glyph in its place.
@Skepticx
Arp is still the way to go as rupture and poisons are still the only things not affected by it. Again, I'd like to point you to the
spreadsheets as it's one of the most important tools for gearing your char right. I haven't really paid attention to my dps numbers in fights compared to pre-patch, but in theory rupture is the way to go. The rotation isn't that hard so I think you'll get more dps out of it if you have a clue of what you should be doing.