For my part, I've been trying out Quest Murloc Shaman. My brief experience playing Aggro Shaman suggests that Jade Claws/Lightning plus Flametongue Totem is a nice combination. Here is more or less qhat I've been playing.
Murloc Tidecaller
Unite the Murlocs
Bluegill Warrior x 2
Flametongue Totem x 2
Jade Claws x 2
Maelstrom Portal x 2
Murloc Tidehunter x 2
Primalfin Totem x 2
Rockpool Hunter x 2
Coldlight Seer x 2
Hex x 2
Hot Spring Guardian x 2
Murloc Warleader x 2
Primalfin Lookout
Call in the Finishers x 2
Gentle Megasaur
Jade Lightning x 2
I am not sold on 2x Hot Spring Guardians just yet, but I haven't been seeing too many Pirate Warriors just yet.
Megafin is crazy when it goes off. There are enough different Murlocs that you can't just expect to go "herp derp Warleader + Bluegill" everytime, but getting some utility Murlocs like the six mana AoE one (Corrupted Seer) and the new Hydrologist can give a surprising amount of sustain. Also, Rockpool Hunter letting you choose which Murloc to buff is all kinds of awesome.
I also gave Quest Hunter a shot. The disadvantage of having to play the quest turn one is large enough that I think any Quest Hunter is better off going for broke and stuffing the deck with tons of one drops as well as Tracking to hastily complete the quest. The Reward is mighty strong I'd say. I did make room for some utility cards like Cult Master, Knife Juggler, and Tundra Rhino. The five-mana draw two 1-drops (Tol'vir Warden) is naturally a two-of even in this case.
Quest Rogue seems like it's going to be on of the main decks to beat. It tends to complete the Quest with scary efficiency and enough cards to spare to make use of the reward. I did beat a Quest Rogue that got off the quest by summoning my own Megafin, but it looked like I was at the mercy of my Megafin draws.