yes, the wr/wd/s is a viable combo depending on what the party needs.
Pure dps: wr/wd
Offtank / Tank : wd/wr
Offtank / above average dps : wd/s
Best scouts if u need ranged attacks : s/wd or s/wr
PS: u get way more patt on WR/S burst

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Now for BM: tick - tack strategy: GCD on tick, CC/PotWS on tack.
Openers : SA - for personal buff and fast rage generation since it also lands a normal attack at the same time; SW - for party buff; Slash for bleed.
Main combo: PA+OF; AW is good cause once every 15 secs i think it uses mana and not rage. Too bad the beast passive doesn't affect it easy. Also puts a nice debuff on target, don't recall what. You can use also BFS if when having Agressivness on.
Sec combo: Slash+TA, theoretically there is always a 1 sec window for u to use TA, after Combo 1. Becomes primary combo if multiple bleeds on target.
Buffs: Berseker. can be used around 35% of the time becuase of rage limitations, theoretically u can have it 50% (30secs out of 60). Also depending on the circumstances it may be very dangerous to have such a pdef hit. Sometimes Weapon Guard (DS set skill is required to counter this vulnerabilty).
Ofc all the other buffs are important but since they have longer CD they are mainly burst phase. If you have long fights it's always better combine them with pots starting at the same time and not as they come. From what i see the comulated effect is greater than the sum of individual effects.
Potions: SStimulent, Rage pots or Critical hit (i remember they shared CD). Aoth might be usefull also

used with macro.
Others: 2x instruments + at least 2 titles (again here fast macros).... if the party has them ofc.
These are the main guidelines for the class. But ofc each players adds its personal style and tactics that evolve with experience and which vary from dungeon to dungeon or better said from boss to boss

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