zealous is incredible. If you consider it as taking your regen from 2 to 4 (optimum circumstances, unlikely outside of pve) that's an extra power attack every 7.5 seconds. +35/7.5=+4.6 average damage. This is a simple example and won't always apply but I feel it's a pretty good indicator. It also means more frenzy, perhaps more dash (which is kinda indirectly more frenzy), perhaps more bull's/prot strikes, etc.
sundering is underated in pvp by the majority simply because it boosts dps poorly. For pve, it sucks, no questions asked, due to minimal anti-melee, minimal kiting and crap monks. There is no situation where sundering is the mod of choice because dps owns all and vamp >>> sundering. Even with scythes/hammers. For pvp, it's still a higher increase in dps than sundering of course, however with the decreased rate of successful attacks from wards/blind/snares/miss hexes/faintheartedness/kiting/etc. you will in fact generally be pressuring your own team by more than the increase in pressure on the enemy vs an alternative weapon mod. It's slight but regardless, you don't want it. Vamp has another major disadvantage over sundering, it tells your target what damage type your weapon is. This means they can confidently select their +10AL vs X shield; if you use sundering they have no idea whether you're running an elemental weapon or not. Finally there's the issue fenix touched upon, that predictable dps doesn't kill people nearly as often as big lucky sundering crits do. People die when you get lucky twice in a row on that's bull's->whatever for a nice +30 damage, they don't die when you do an extra 3-5 damage every 1-2 seconds. Only when you're completely wiping the floor with the other team anyway in which case it's not really an issue.
Now furious. Furious is basically +1 adrenaline every 10 hits, assuming you're not stacking it with something. If we take a very generous example of a bar with standing slash (with pre-requisite met), galrath slash and quivering blade at 15 sword that's a 10% of being 17% closer to a +40 damage and 12.5% closer to another +40 damage and 25% closer to a final +40 damage. If there's not a flaw in the reasoning here, that comes to equivalent of furious boosting you damage by on average 0.1(6.8+10+5)=2.2 dph. Bear in mind swords have the most generous + damage of all. It's still a great mod though, simply because when you're not hitting as much as you'd like it's still often better than sundering.
So, personally, in terms of high level pvp (issues such as shields switches are in somewhere like FA obviously not worth consideration, afaik basically no-one rolls them and most players seem to run staffs etc anyway). I've left out elemental as they apply to every weapon type and will be used against warriors and to keep casters if I noticed their shield is reducing my damage. In the case of swords it's usually irrelevent as I'm running conjures anyway and will only not use the elemental vs rangers (vamp for them on a conjure build).
Swords

ressure with furious/zealous and spike with vamp or sundering. Zealous mainly, obv conjure excluded.
Axes

ressure with sundering/vampiric/zealous and spike with vamp. Main depends a lot on build.
Hammers

ressure with sundering/furious and spike with vamp/sundering. Main depends a lot on build.
for pve, it's something like
swords:zealous (occasionally furious)
axes:zealous as I love soldier's strike but otherwise vamp
hammers:vamp
sundering's not great on axes but it's better than furious. Furious is best with swords and sometimes when your build is all about the spike and you're not that bothered about that extra bit of pressure.
Strength the attribute is very bad for the reasons covered. Enraging Charge and flail are probably the main things going for it atm, I'd be interested to see if you did an analysis of str vs elemental on a conjure warrior whether 12-12-3 or 12-11-6 would be optimum for dps rather than the standard (meets shield req).