This seems like a valid business move in my opinion. Restricting themselves in terms of age demographic can only lower sales. However, if they have a more appropriate tag then a larger amount of parents will let their kids play the game. From the viewpoint of a company looking to make a profit; it doesn't matter how old your consumers are as long as they fork out $$$.
The introduction of pandas, pokemon style game features, the removal of theorycrafting and talents, the nerf of dungeon content, removal of attunements, no more farming necesssary, more focus on the looks of your character(dress-up). All of this could symbolise a shift in business strategy.
If they know that they are unable to compete with GW2, SWTOR and RIFT in the typical 14+ 24+ 34+ 44+ etc age market, that consists of more serious, slightly nerdy, often male, NA/EU crowd. It would only make sense to switch your business model to focus on the untapped part of the market. Namely children younger than 14, women who find an appeal in cute animals and pets and the Asian market. Not that all people in these groups would prefer a panda game but it is an easier way to reach that demographic.
I applaud Blizzard if their research staff has found that this is an effective model to spur the growth of the game in terms of subscriptions. Nonetheless, I am not in this new demographic that they are marketing the game to. I'm not saying that I dislike or have a problem with MoP, it is just not the game for me.