Yeah, I'll say that there is maybe a certain sense of diminished sense of accomplishment lacking in the game now, since everything is so easily obtained, or acquired in some shape or form. I remember when having maxed out proffesion, or a certain receipe was a real sense of accomplishment. There was alot of those small details scattered, be that proffesion, PvE or PvP related.
PvP wise now, everyone and their mother can acquire ilvl710 (boosted in PvP, so around 740 iirc?) pretty easily, and I've done with like 3 character thus so far. The ratings now only seem to be like a really "small" improvement, or cosmetics. (Which is just most likely color tints, but that's ... passable I suppose).
There's both positives and negatives to that. Previously from past experience, the gear was just way too dictating of a thing, and it STILL is - however, since it's so easily obtained now, alot of people are playing on relatively the same iLVL and keeps things "fair". But when you've got a team with ilvl that is potato, and the other team is wearing ilvl 700(+), you're not going to do squat damage, or anything to keep you in the game. At least, even in TBC - potato gear, could still be helped out abit by being really good.
The talent changes is just weird. I'm just looking through it all and proccessing it - but alot of my favorite talents are just completely absent, or reworked into not-so fun stuff anymore. And everyone has so self-denial of CC, or stuff that can just keep them relevant. Also, not to forget the fact that mana issue seems completely ... well irrelevant for the most part now?
And that thing is so god damn fucking frustrating. It's like playing vs Warrior/Druid in the S3/S4 that could last for like 30-40 minutes until someone got bored and just intentionally lost the game. There were comps that were good against it sure, but when mana isn't a thing to be sparse or strategical about, the game kinda dumbs down and everyone just stays the fuck alive for so long that it's just annoying. Warhammer Online skipped the mana issue thing, and healers were broken as hell. (Particulary Warrior Priest AKA Paladins with infinite mana).
I think the community aspect of the game has dimnished or faded away, partially because that cross-realm stuff. (Altho, it does help with queue times and etc). Because back then, it helped to fuel some rivalary between the Horde & Alliance on the existing realm. I have so many fond memories, and I still remember certain characters and their names, and what they would do. The community made the game for me, and that seems to have lost all it's charm. I really would love that have that back.
For PvP - I'm just really so saddened over the loss over certain talents and how things worked, and comparing how they work now. Particulary Warriors are just such a shallow shadow of their former-selfs. Second Wind + Blood Craze back in vanilla for insane sustained control over the regular damage-builds that existed. Now it's a Fury specilization instead of Arms? AArghhh, just thinking about those changes makes me mad. And not to forget they removed alot of the stance-dancing elements. But I guess I've got to get along with the way how things have changed and adapt.
At least I'm having more fun with Warlocks compared to how they were before. Rogues seems alot quite fun so far - but I just can't seem to let go over the certain specilizations and how much sustain everyone seems to have nowadays. It seems like alot of classes have lost their flavor, as well as the specilizations and etc.
I can't speak much on behalf of Cataclysm, or Mist of Pandaria - but from my experience on Warlords of Draenor is that, it had great focus at start. Then it just seemed to lose some direction, at least in a story-sense way. I mean, it seemed like there was this great threat, and then it faded away and there was nothing to it? I mean, Wrath of the Lich King always seem to have some sense of progression for the most part. Ulduar was such an amazing instance, and I still think it's one of the best instances to date so far. Yogg-Saron was rewarding and fun as hell, unique as well and inspired by C'thun. Throw in the bone with Algalon (For the EXTREME HARDCORE, with the only 1 or 2 hour attempts PER WEEK + brutal difficulty) and Hard-mode Mimiron, it was just a blast.
I actually stopped playing after that, esp after the unveil of the stupid ass Argent Tournament thing. That felt like just a placeholder thing, and just uneccassary. I wish there was something "greater" at that point. Lich King stuff was cool - but Ulduar still holds a higher standard for me.
Legion will at least reward some of the top players more greatly, prestige awards and all that jazz. I think that's at least an good intended goal and design behind it. I just hope the execution is there, and that the supposed "top" players are not bots, or well - you know, cheaters and such. Or at least, it may be easier to identify the unreasonable players (X amount of hours, and if they leeched or etc) so it could be a win/win situation.
Legion will also at least not focus so much stupidly on the Orcs, and at least put more focus on the real threat at hand in the Warcraft universe, which is well - Sargeras, and when that figure pops up - you can bet your sweet behind Medivh might be around the corner as well. There's alot of key-figures that might make a resurface, and well - Illidan making a comeback can make things interesting. (Altho, the retconning of that is silly)
Garrisons was a cool addition I find, but I feel that it becomes too much of a chore automatically. I mean, afterall - You are the commander, why are you doing so much of the legwork even in the first place. It would have been so much better if you actually felt more impactful, as in you direct units, and tell them more what to do. So you don't have to. It's difficult to explain, but I feel that area could be explored and is executed more colorfuly in Legion, IF it does make a resurface.
EDIT: So Garrisons are "reworked" in a sense. Quote as follows;
In the reveal stream, they said that your old garrisons are out. they're introducing a new system that builds upon the old garrison system where you have much fewer but more meaningful followers, and they will be partners instead of people you just send to go and get you stuff. more details later.
So, that's at least something in the right direction?