I came across my first significant bug in the DirectX 11 Compute Shaders (Using CS_4_0 for compatibility with my DirectX 10 card) although it's my fault for using old drivers :)
When filling my RWStructuredBuffer with something easy to debug such as:
float4(1.1, 2.2, 3.3, 4.4);
What actually occurred, when checking on both the CPU and GPU (via pixel shader), was the following:
float4(1.1, 1.1, 1.1, 1.1);
The X or R component is overwriting all of the other components (Y, Z, W aka G, B, A)
It required a simple driver update from the current Windows 7 "Windows Update" drivers of 191.xx to 195.62.
Problem fixed.