WSG tictacs
Anyway. 9 zerg midfield / resto druid run and cap solo == rolling noobs, and even then, a semi competent pug can streach out the game for ages with recaps. It's a bad tactic, but one that premades can roll with quite well winning a large number of games simply because pugs straight give up when they see a premade. It's weak to flag room defence (your solo flag runner gets ganked), and it's weak to a strong attack as well (3 dps can gank your druid by CCing or killing the one healer with him). Get lucky and your just reseting the game every 3mins. What's more, it'll get WORSE in 2.4 when the WSG changes come in. FC will take more dmg, and will be on the map sooner.
The tactic i prefer is to start with a full freight assist train offence to pick up the 1st flag. Once you've got it keep it tanked, and keep 2 or 3 healers and 2 or 3 dps defence with the FC (group 1, 5 man flag defence team), and group 2 splits off to recover the alliance flag from the horde FC. Group 2 should have a healer, but doesn't need as much as group 1.
Of course, this is all backed up with "arena" tactics - staying together, CCing + mana burning healers, assist DPSing and kiting.
Easier said than done, and there lots of fine details to think of as well, for each player, but one you've got in the flow you utterly roll pugs without a single death, and you can give decent pvp premades a run for their money as well.
If your running a premade, only beating PuGs is failing. Premades in full S3 are your peers, not an auto-loss you should shrug off.