At the moment I'm the only DPS warrior--we have 3 prot tanks and 1 feral tank... the other druid is "bear" but pretty much spends all of her time in kitty and sits in the melee group.
Get that cat out of the melee group and into a hunter group. Grab some more shadowpriests (we roll with 3 when possible), toss one in with hunters and a feral druid and you have a solid group. That's w/e the BM 3% dmg buff is called, ilotp for druid and hunters and mana for hunters that should be doing top5 damage if they know what they're doing.
There are no enhancement shaman to be found either, so generally the melee group (2 rogues, me, druid, hunter) doesn't get a shaman...those 2 WWS reports are actually the first time melee has gotten WF (and from a resto shaman who thought GoA would benefit the group more being as his wife is the kitty in the melee group...who also has a DST--the only one that's dropped). We stuck a survival hunter in the melee group, but I think they all respecc'd marks for DPS or something.
You don't need to be enhancement to drop totems. The furthest progressed guilds are where they stand today because they stack the raid in favor of DPS. You don't put shadowpriests with healers so they can spam inefficient heals and take forever to kill a boss, you put shadowpriests with the most mana inefficient dps (hunters, mages) so they can kick it up a notch and kill shit faster. The faster shit dies the less chance shitty healers will have of fucking up and letting key people die. Having shaman doing well in healing is fine, some guilds roll with 3-4 holy priests and swear by it as well. We have shaman up there also, actually trees normally dominate our meters with their imba HoT heals with tank-spamming paladins and chainhealing shaman behind them. Since PoM and shields don't get credited to the priest that casts it our token IDS priest is almost always at or near the bottom, but it's to be expected unless we had 2 holy priests and one could spec CoH.
GOA should stay in a hunter group (with that SV hunter), get that shit out of the melee group. Our melee group is *always* War/Rogue/Rogue/Shaman/ and the 5th spot is either our Ret Paladin (with gear and skill the shit IS viable, but only with that) or another warrior/rogue.
We have 3 hunters as well, 2 are fulltime BM while the 3rd switches between all 3 specs (he likes to pad his own DPS as marks, but when learning shit he's normally SV to benefit the melee). Their group is always 2-3 hunters, shadowpriest, shaman (feral druid when possible replaces either spriest or shaman, depending on length of the fight).
I guess a rundown of our standard groups is:
Group1:
MT
Paladin (devo)
Warlock (imp)
OT
Shaman/Tree (for windfury or tree aura)
Group2:
Shaman (normally enhance)
War
Rogue
Rogue
Retadin/War/Rogue
Group3:
Hunter
Hunter
Shaman (resto)
Shadowpriest (rare but occasionally feral druid instead)
Hunter/Warlock/healer filler
Group4:
Shaman (ele)
Mage x3
Shadowpriest
Group5:
Extra healers, extra warlocks, 3rd shadowpriest when possible. Yeah we normally have 4 shaman, we also specifically recruited an elemental shaman so we could get a 4th set of totems without stacking too many healers. If you have fewer I'd suggest order of importance as melee>hunters>mages>mt (based on group dmg output), but if your hunters are SPEDS then let the mages do the damage until your hunters l2p.
The only times we always have a 3rd spriest is for Gurtogg Bloodboil and Essence of Souls because of how much easier it makes both fights. Any other time people still like to have 3 of us but more often than not one of us takes the night off and farms while the other 2 raid unless a spot opens up.