My experience with 10M Hardmodes in Wrath was they weren't balanced around min-maxed groups, so pretty much a random group with a few exceptions would have a decent shot at any and all Hardmode Encounters. Wrath's Bring the player, not the class motto pretty much works out in 25m raids, when you can cap out the raid buffs with ~15 people very very easily, and past that point, you really do bring in your best DPSers/Healers/Tanks for the job regardless of the class/spec. This whole ordeal has given me an insight with the problems of 10M raid designs. After hours of hours of discussion, drama in the guild and so, we downed it with a non-optimal setup with 45 attempts remaining (War/Pala tanks, Pala/Druid healers, Blood DK, MM Hunter, Spriest, Elemental Shaman, Mage, Boomkin).
So we started to theorize a perfect setup that had best possible buffs.
We didn't had Anub'Arak down on the second week, and tried to have a shot for some of the tribute rewards the next weeks. I was de jure raid-organizer for these runs, even though the runs themselves were pretty much anarchic. For a while when our guild was moving to TotC 25 HM, we had an A-Team that explored TotC 10 HM to gain experience.