The MATLAB sims
were updated for 4.3 a few days before it went live. The Judgement glyph is still much weaker than the CS glyph in raw DPS. It's also a pretty pathetic survivability glyph; the damage boost grants you about 25 absorption per second (APS) from the increased size of Judgement bubbles (out of approximately 600 APS for the normal rotation without the glyph).
And more to the point, valuing it at a full 25 absorb per second isn't completely valid. It's not enough to change how your healers play or which heals they choose. So in practice, it will end up simply increasing overheals. Example:
Start at health H, boss hits you for X, healer tops you off with a heal of size Y>X; overheal is Y-X
Start at health H, boss hits you for X-Z (Z absorb bubble), healer tops you off with a heal of size Y>X; overheal is Y-X+Z
This is no different than the mantra we've been repeating all expansion: total damage taken (or healing per second generated) isn't the end-all, be-all metric. You have to consider the practical effect on your survivability to properly evaluate a mechanic.
The only case where the J glyph provides a clear benefit is in a death scenario where that extra 500 absorb makes the difference between life and death. That's probably a rare situation, but it's also true that we're likely to be getting a Judgement bubble in most of our multi-second spike death scenarios. Again, worth thinking about, because the opportunity cost of dropping the CS glyph is pretty low.
I will probably still run SotR/SoT/WoG once I get 2-piece, because I feel the WoG glyph gives me a little more benefit than J will since it's controllable survivability. But I wouldn't criticize someone for using the J glyph, provided they understand why
they're using it.