Trying to picture many different Inspire scenarios/combos. Here's some I'm thinking are super-effective:
Turn 2 Boneguard Lieutenant; Turn 3 Fencing Coach, 0 cost Hero Power.
If the BL survives the next turn, then it'll upgrade to a 3/3 while you get FC down to fill the board. Not an amazing sequence, but if you let BL get out of control I could certainly see it being a force to reckon with if aided by healing.
Turn 3 Fencing Coach; Turn 4 Savage Combatant, 0 cost +3 attack hero power
One of the more popular combos I'm betting on, especially with Darnassus Aspirant or Innervate in Druid decks. 3 attack is a good amount, and once you get the ball rolling I feel as though it'll be a natural inclusion. You get to protect SC the turn you play it and potentially more. The 3 attack is also enough to take down Shredder.
Turn 3/4/5 Fencing Coach; Turn 6 Kodorider, 0 cost free 3/5
This, I think, will be a staple in any kind of Inspire deck because it offers the biggest potential pay off. The follow up turn, if you get it to work, is to Garrison Commander - Hero Power x2. That's 4 kodos, plus more if you summon stuff with your Hero Power. Of course, I'm also quite certain you'll never get past that 6th turn Inspire-wise, but that means they waste something to take out your Kodorider. You can bet I'm gonna taunt up those kodos.
Turn 3/etc. Fencing Coach; Turn 7 Paletress 0 cost free legendary
The ultimate showcase of the 0-cost hero power combo. You can only run 1 legendary, so I foresee Priests running at least one FC for Paletress.
Turn 3 Fencing Coach; Turn 4 Murloc Knight 0 cost hero power free murloc
Personally, I think the summon Inspire effects are probably the strongest. Considering the pool of murlocs to summon, I'd say Murloc Paladin has potential. The best picks to get would be Siltfin, Murk-eye, Warleader, Coldlight, Oracle, or another knight. The rest may be okay for their stats. However, the strength I think lies in the turn 3-turn 4 tempo. Cards that can follow up FC's 3 mana cost are way better for pulling off their effects.
The dream would be: Turn 2 Coin Fencing Coach; Turn 3 Silver Hand Regent; Turn 4 Murloc Knight Hero Power, get 2 Silver Hand Recruits and a Murloc.