Rogue is one of the coolest most iconic classes ever in the WoW universe, particularly in PvP. This class already in Classic had SO many viable builds, but still some of their individual talents were incredibly lackluster, with Premeditation being a standout head-scratcher. They are also the only class in which their meta spec was a true hybrid role (Cold Blood + Preparation) so it gave us a lot of leeway to mess with the capstone talents themselves
Assassination has been changed to lean more into poison. Seal Fate, in addition to giving you extra combo points on crit, also applies Crippling Poison when you apply any other poison. This means an Assassination rogue can have 3 different types of difficult-to-dispel poisons on any given target. 2 of those poisons (wound and deadly) can stack up to 5, which means they can have 11 different instances of different poisons on a single target, making life a living nightmare against poison dispellers. In addition, we changed Vigor, the old capstone talent. It is now "Asphyxiate", which gives them the silence effect on Garrote from future iterations of the game, allowing them to play with different openers and juggle diminishing returns.
Subtlety was almost entirely unchanged. In Classic, every single talent here is good for PvP with the exception of the capstone talent, Premeditation. This is pretty much all we changed here. We replaced Premeditation with a more subdued version of Shadowstep from TBC, giving Prep Rogues an actual choice between going for Cold Blood or finishing out the tree they've already invested in.
Combat was the weakest spec of the three in a PvP context, with their stealth being famously weak. We leaned into their identity as an out-of-stealth "warrior-lite" with a couple of Combat specific tricks to set them apart from their sneakier counterparts. They get damage mitigation when they're stunned or feared, meaning they're a little safer when they're out in the open. Their Riposte got reworked into an unmissable, unconditional disarm (Dismantle), reinforcing their status as plate-armor killers. They also got Deadly Shot, a ranged finishing move which interrupts casts and snares. Theoretically, this means that a combat rogue with Kick and Deadly Throw can keep a caster locked down indefinitely, assuming they can melee-weave and build combo points fast enough. We hope this provides enough versatility to combat to justify missing out on either damage in Assassination or general utility in Subtlety