Hit is certainly a good stat for threat generation, but you don’t necessarily need to be exactly at the cap, is what I meant. Same logic as for a DPS spec – hit is a good stat, but there’s nothing “magical” about being at the cap if to get there you have to sacrifice other good stats.
(The argument for getting exactly to the hit cap on an ability like bloodthirst is not compelling – it has no intrinsic threat multiplier, its threat is equal to the damage that it deals. If your normal bloodthirst hits for 100 damage (made up number), if you miss, you lose out on 100 threat. If you crit, you generate 200 threat. But if you don’t crit… you lose out on 100 threat… since you do 100 less damage. You don’t see anyone worrying about not having 100% chance to crit with bloodthirst though.
For abilities like shield slam, hit is a bit more important and the argument is stronger, since a good chunk of extra threat is baked into the ability.)
That said, we put the toughness slider on the optimizer so that you can favor more threat/damage-oriented gear over toughness gear. The further you go towards threat/damage the more hit it will favor.
And yeah that’s right… forgot that taunt uses spell hit in classic. There aren’t that many sources of spell hit for tanks in classic… maybe that one on-use trinket from ZG could be useful if you really don’t want a taunt to miss.
Also as mentioned above, we’ll probably add a customization feature that lets users tweak their preferred stats a bit more, e.g. force it to get more hit. Ultimately it doesn’t really matter to me if people like more or less hit than our mathematical model does – go for whatever works for you. That feature is in the works, but it significantly complicates the optimizer so we’re still testing it.