1) Your primary stat is Int. Spirit is the secondary stat you will want at first until mana usage feels comfortable. As your gear level goes up, the spirit you get for free on your gear is enough. If there is a socket bonus worth getting, blue gems should be int/spirit and yellow are int/haste. Yes, Ember for the meta. This is also where I will mention that all things considered equal, Int > Spirit, even when considering mana issues. More Int means a larger mana pool, which means Replenishment, Revitalize and Innervate are all more potent which means more mana in the long run. Mastery is good assuming you shift your healing patterns to use it. (More on this later)
A side note about Haste: There are specific target haste values you will want to aim for where your HoTs will gain an extra tick.
http://treebarkjacket.com/2010/11/08/ha ... ruid-hots/ is a good guide to this. If you are close to a breakpoint, switch some gems or gear to get it.
2) Enchantments should follow the same principles as above. +15 to stats for chest, as the Int and spirit together are better than just the mana one. Make sure to get a boot enchant with movement speed. Hands will be haste or mastery, depending on what you need in the haste department. The rest are all pretty obvious (intellect).
3) Now the fun part.
We are neither a "tank" healer or a "raid" healer exclusively. If you'd asked me at the start of Cata, I'd have said tank healer, but recent changes to Rejuvenation and Wild Growth have made both viable.
Lifebloom is one of the key facets of your healing strategy. Yes, it usually goes on the tank except in circumstances where there is no tank in range for the strategy you're doing. The #1 rule of druid healing is to not let Lifebloom fall off. You should have Empowering Touch so you can refresh it with a Nourish, Healing Touch or Regrowth. The main reasons for this are Revitalize and Malfurion's Gift -- every tick of Lifebloom is mana back to you and a chance at Clearcasting. Also every time it refreshes, you give Replenishment to the raid. Typically you will want to use Nourish on the tank to keep it going, as that is the most mana effective heal. Also, having Lifebloom always on the tank means that every heal on the tank will benefit from Mastery.
Ask me and Chuck about Rejuvenation and you'll get two different answers. It all depends on your playstyle and talent spec. There are lots of talents which make Rejuvenation better, but you really need to invest in them to make it worth it. Without the bells and whistles, it has two main purposes: Having something to Swiftmend and something to cast while on the run. Also, if you get it on at least three people at once, you can cast Nourish faster, assuming you take Nature's Bounty. In high raid damage situations, typically I will Wild Growth the raid, then throw Rejuvenation on the people that Wild Growth hit, so Mastery applies.
Regrowth is the "Flash Heal" of the toolbox. It is what you cast when you absolutely need to heal someone right away. With Nature's Bounty, it has a very high chance of crit, which makes it a bit more mana efficient, but it will still eat through your mana like crazy. A good one-two "oh crap" punch is Regrowth then Swiftmend, which leaves Efflorescence under the person. So they have two big direct heals, plus two HoTs on them, all for two GCDs.
Depending on the fight, I will be either using Swiftmend on cooldown, or very rarely. In order to get the full benefit of it, people have to be standing grouped together. Keep in mind that in 4.1, Efflorescence is being changed a bit to be smarter and heals fewer people for more, so it may be more useful when there are only a few people in the group. I tend to think of Swiftmend as Efflorescence with an added benefit of the Swiftmend heal, rather than vice versa. Also, glyph Swiftmend, no questions asked.
Nourish is the heal you should be using if there is no pressing need for extra healing anywhere. It has an inherent bonus to being cast on targets with a HoT on them, in addition to mastery, so it's useful to Wild Growth a group, then use Nourish to top them off. Or just Nourish the tank to keep Lifebloom going. Healing Touch is typically only used on a Clearcasting proc, but can also be used in high-damage situations before you switch into full-out "oh crap regrowth" mode. Sometimes you get lucky and a Clearcasting will proc while you're casting HT and it will end up being free.
As a final note, don't ever use Swiftmend for Clearcasting procs, it costs a third or less than the other two options (Regrowth or Healing Touch) so you aren't getting the full benefit. If you get Clearcasting and have nothing better to do with it, cast Regrowth on the tank. It'll refresh Lifebloom and put an extra HoT on them.
Oh, and I forgot about the two panic buttons we have. Tranquility is an insane amount of healing and will target the people who are lowest. With the cooldown reduced in 4.1, it will be usable at least once a fight, possibly twice. Tree of Life is a whole can of worms, but basically makes Wild Growth hit two extra targets, Regrowth becomes instant and you can have multiple Lifebloom stacks, among other things. Oh and there's Nature's Swiftness, which I usually use for an instant Healing Touch if I absolutely have to get a big heal off while I absolutely have to keep moving.