I haven't seen this data presented anywhere yet, but then I also haven't been looking.
Do you know how to collect combat log data for parsing? A few of the bosses have semi-variable attack speeds, or have phases of different speeds. The best way would be to either identify by phase or just for your purposes average the number of swings taken over the length of the fight.
I'll be the last person to talk you out of this sort of thing, but there has been a lot of (admittedly anecdotal) discussion on the value of dodge in ICC, what do you imagine being able to illustrate here?
Theoretically speaking it doesn't exactly matter how fast a boss swings unless it is so slow that you don't have a reasonable statistical chance to see a dodge (which doesn't happen, or you're taking so few hits it doesn't matter), otherwise 10% dodge is worth the same total damage reduction for either attack speed.
The value of avoidance, of course, is not just about total damage reduction but about damage interruption. The distinction aesthetically in fast vs slow swinging bosses is that on a fast swinging boss you'll see a slightly more staggered damage intake but each dodge may not be particularly game breaking, where as against a heavy slow hitting boss one avoid creates a longer gap between hurts and singly negates a major ouch.
I've been trying to find a way to illustrate this intelligently, but still the clamor from the peanut gallery is that "avoidance makes damage spiky" which is, of course, silly since it removes spikes of damage, it doesn't cause them. That phrase is usually a buzz word for, "makes damage taken less predictable so I don't require a constant stream of effective healing."