Don't know why all of you want something else to work out your gear for you when it's piss easy to do it yourself.
Tsk Tsk, on behalf of everyone that doesnt play WoW 24/7 i apologize...
Go to Simulcraft, look at scale factors. Gonna use a warlock here as an example.
Warlock_T9_53_00_18 Sta=0.00 Int=0.36 Spi=0.88 SP=1.61 Hit=2.44 Crit=1.12 Haste=1.26
Warlock_T9_00_40_31 Sta=0.19 Int=0.41 Spi=0.88 SP=1.41 Hit=3.61 Crit=1.09 Haste=1.77
Warlock_T9_00_41_30 Sta=0.21 Int=0.39 Spi=0.90 SP=1.39 Hit=3.03 Crit=1.06 Haste=1.77
Warlock_T9_00_56_15 Sta=0.19 Int=0.53 Spi=1.07 SP=1.52 Hit=3.05 Crit=1.16 Haste=1.32
Warlock_T9_03_52_16 Sta=0.20 Int=0.50 Spi=0.98 SP=1.36 Hit=2.75 Crit=1.15 Haste=1.41
Warlock_T9_00_13_58 Sta=0.00 Int=0.37 Spi=1.01 SP=1.58 Hit=4.36 Crit=0.96 Haste=1.27
**Warlock_T9_03_13_55 Sta=0.00 Int=0.38 Spi=1.02 SP=1.57 Hit=3.82 Crit=0.98 Haste=1.00
Like he said if you google SimCraft you will get a few results for something called SimulationCraft. Be sure to pick the typed out one as the other is most likely racing simulations. This is 'n tool some theorycrafters (ppl that study the change and effect of mechanics in a game) use to assess or work out, if u may, the top damage/healing/threat/whichever a certain class using a certain spec (referring to your character specific build - where you use the talents points you have and put them in certain places in the talent trees)
If we take my current spec 03/13/55
Each point of the following stats yields the following DPS increase:
Stamina: 0.00
Intellect: 0.38
Spirit: 1.02
Spellpower: 1.57
Hit: 3.82 (Assuming I am under hit cap, otherwise this is 0.00)
Crit: 0.98
Haste: 1.00
Surfing around on the Simcraft website you can find what are called scale factors for each different class and spec. Scale factors is the numbers that the crafters derive from hundreds of simulations in every spec and class imaginable using the application. The scale factors will then tell you how much certain stats are worth on your gear for different specs. In this case the previous poster has a 03/13/55 spec which coincides with the last set of scale factors on the list.
Hit is by far the most important stat any caster would ever try to cap, imagine a 15k Shadow Bolt MISSING. That = 0 dps

See how much the (Hit) stat is worth in the scaling factors? But once the caster has reached the hit cap the scaling factor changed to 0, since any more items with +hit would be a waste to get. Now Refer to the previous poster's example again :
I have 2 gear choices:
Robe A
+103 Stamina
+103 Intellect
Equip: Improves critical strike rating by 66 (1.44% @ L80).
Equip: Improves haste rating by 90 (2.74% @ L80).
Equip: Increases spell power by 131.
Robe B
+103 Stamina
+103 Intellect
+82 Spirit
Equip: Improves hit rating by 82 (3.13% @ L80).
Equip: Increases spell power by 140.
Robe A DPS = ( (103*0.38) + (66*0.98) + (90*1.00) + (131*1.57) ) = 399.49
Robe B DPS = ( (103*0.38) + (82*3.82) + (82*1.02) + (140*1.57) ) = 655.72
Robe B therefore has the higher theoretical DPS gain so you choose it. If you were hit capped Robe B would be 655.72 - (82*3.82) = 342.58 DPS therefore Robe A is better.
Little research goes a long way.
Personally i like to use a combination of the 2. The staff at Simcraft and ElitistJerks are extremely effective in keeping up to date with the latest changes made and adjust the scaling factors very periodically. If i have to decide about which upgrade would then fit me best for the maximum dps i would then compare the 2 items as Odom did and once i have a surefire winner i would equip that item into Rawr and simulate the effect it would have on my gear setup as a whole. The reason i use Rawr as well is the way it cleverly utilises trinket effects as well as giving one a some detailed list of information after. The coders of the different Rawr libraries are however only human, and sometimes code in mistakes or make changes late, which could result in your in-game values being off, but generally they fix it quite quick. As mentioned by another poster the Optimise Talents function is lacking a bit, straying far from the 'optimal' specs as suggested by SimCraft or EJ, but keeping in mind that it is simulating almost unique and machinelike actions and situations this can be understood. Be sure to keep an eye on the Source Code section of the Rawr project page for daily updates to the libraries if needed. The new Rawr v3.0 is on the way which has everyone buzzing a bit, especially the Bosshandler function where you can simulate your toon's performance for specific boss encounters, down to stuns as well as AoE dmg.
Hope it helps. Happy theorycrafting!