The biggest thing will be:
a) Feral has to mess around with IWT/CTM... deal with run-away-kittens, etc..
b) Balance has to have mana to do DPS... more downtime.
Feral gets two combo points, from a critical strike; you want to have five combo points before a finisher.
You want to keep your dots (Rake and Rip) up.
You want to keep Savage Roar up as well.
You can glyph Savage Roar, for a 12 second duration without any combo points.
Not sure if that's an optimal glyph or not, but its an option.
I found, if I went with four combo generating moves, and then a finisher, I'd have either 4 (some of the time) or 5 (almost all of the time) combo points.
My rotation was: Mangle, Rake, Mangle, Mangle, Rip.
If you don't have Rip yet, you can use Ferocious Bite in its place.
With a dedicated healer, you won't need to mess around with heals from the Ferals.
Your basic tools though...
You'll passively heal yourself, via Leader of the Pack, which is plenty of healing when questing outside.
Crits also restore your mana, so you should always have plenty for out of combat healing.
I would round-robin Nature's Swiftness, with either Rebirth or Healing Touch.
That's one big heal (or a rez) per Druid, every 60 seconds.
You have close to a 97% chance for a nature spell, of under 10 seconds cast time, to be an instant cast after a finishing move.
Basically a 20% chance per combo point spent on the finisher.
But this, approximately once every ten seconds of combat, and aside from bosses/the odd elite world mob nothing lives that long.
You can use instant casts like Rejuvenation or Lifebloom (not sure if Feral still have access to this).
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