Gear Score - everybody has an opinion - multiple topics on the forum - for - against - neutral.
Its meaningless.
Across a raid what counts is that your attacks - melee or spell - actually hit.
So why doesn’t some clever programmer come up with a meaningful stat weight - which players can actually hit the boss?
No good having all that critical if over 16% of your attacks miss - and the argument that those that do will do more damage is nonsense - over the duration of a Raid you cost the whole team lost damage and lost proccs.
So lets change the discussion - the argument - away from GS - the iLevel wonder Add-On - and consider what matters?
There is even something better: Details/Recount. On top of recording hit and crit%, they also measure damage dealt, DPS, healing and other useful information.
An optimal amount of hit for a Fury Warrior is 8%, which is 164 hit rating with an additional 3% hit from talents. That would leave his white/offhand miss chance at 19%. You can’t base gear evaluations on arbitrary things like this, when different classes have different priorities and some priorities can be under or overstated depending on who you ask.
If you want to know can a player do dps you look at logs, you see when they use their cooldowns, you see how their APM is and how their damage breakdown looks. At the very least you can look at the parse number.
An arbitrary number wont show you how good someone is no matter what you base that number off. If you care about 10min HCs or whatever the tryhard time is for raids then either inspect everyone you invite or buy a notebook and start writing down names.
The other option is that you just gigachad flex(or whatever that saying is) on the noobs and do their damage for them.
I have no issues taking a fresh 80 to hcs. The people I run with are all good enough that we can afford to 4man them and we don’t really care if the pug is a cat meandering about on a keyboard.