Somewhat interesting point of view, but mostly irrelevant due to his long absence from actually playing the game, and some plainly factually wrong opinions.
However I do agree with some of his points, namely a less linear and guided questing experience. One with a main campaign, but also multiple paths, no quest-helper, sparkly annotations, and just areas to explore, where nothing guides you to them, and it's up to you to travel to, like Elder Scrolls. Exploration is a huge part of open-world games, and it's severely lacking in World of WarCraft.
I also agree with the change in talents. Talent systems in role-playing games are almost never, ever, about choice if one is seeking maximum efficiency. And thank goodness that only a small fraction of the game's players actually care about that (yeah, the odd 39 thousand active posters on MMOC and the similar numbers in other websites about WoW are a tiny fraction of the 8 million plus players that the game has). They are almost always about having fun. It's about allowing the player to fiddle around with fun, odd, down-right ridiculous-but-exciting builds; as well as acting as small rewards for gaining levels. The developers of the game tried to fix the unfixable by attempting to fix talents based on efficiency. Instead they could cut away some of the boring parts, add some interesting ones (like the new talents), and make some more enjoyable talent trees, enjoyable in the sense of being able to mess around with them to have fun, and let high-performance players be all serious about them in their maximum efficiency builds.. Instead, like a lot of concepts in the game, they got buthered instead of worked upon, for simpler, more streamlined, easier to develop for alternatives, that resemble glyphs more than actual talents.