With the expansion or otherwise, here's a list of things that just need to disappear from the game or at least be adjusted to be less of a mindless powerhouse.
General: passive dodge and parry, passive mana regeneration during combat, things that make casting speed longer, interrupt immunities, stupid cooldown stacking.
Warrior: Colossus Smash (compensated by raw damage), Heroic Leap, Intervene, shouts during bladestorm, double interrupt, double reflect, deep wounds' duration (reduce it to 5 seconds), ability to stack skull banner with recklessness and avatar, shattering throw, shockwave as a talent (give it to prots only).
Rogue: Subterfuge (instead give rogues better survivability), slice n dice (not worth the combo points, make it passive), recuperate (in it's current form it doesn't feel rogueish. My personal opinion is it should be a channeled heal in the style of bandaging, not a half-arsed HoT), marked for death, subtlety ignoring armor, shadowstep as talent (needs to be baseline), preparation, cloak of shadows needs to share cooldown with vanish, sap with no cooldown (make it 30 seconds), ease of restealth.
Mage: Alter time (would be okay with health / mana part but no procs), Brain Freeze, entirety of bomb & 90 talent tiers, water elemental as a perma pet, cold snap, ice block (needs to be a talent in place of cold snap), silence on counterspell, frozen orb giving ice lance procs, mirror images or their slow, polymorph on unique DR.
Priest: Spectral guise + fear (one should put the other on cooldown, at least), focused will, miniscule mana costs on things like prayer of mending / circle of healing / other instant heals, talented root (make it replace fear), void shift.
Hunter: trap launcher (needs to at least have a cost), stampede, ability to run and shoot (this should be a short cooldown rather than a permanent thing. Think something like 10 sec duration / 30 sec cd, allowing hunters to use anything while running), no cost on hunter cc, no DR on hunter cc, CC on pets, entire f'ing tier dedicated to MORE CC with no shared DR, double deterrence and deterrence in general (make it cost 100 focus and prevent focus regen while it's active at least), hunter's mark (at this point in the game it's just redundant).
Paladin: avenging wrath / archangel Holy avenger stacking, free hammers during AW, fist of justice (hammer can stay, however, 30s cooldown is overkill), blind (just not needed), double hands, sprint (give it to rets and prots but keep it out of holy's reach), bubble (iconic as it is, at this point in the game I bet many paladins would trade it for some legit defenses like all-time damage reduction), too much damage during CDs and not enough without (ret), denounce (damage can stay but it needs to cost a lot more, and the crit thing needs to go), holy power being just combo points but better.
Druid: Heart of the Wild, free shapeshifting out of everything (keep it as a mechanic but make it have a higher cost, eg. 20% of druid's mana per shapeshift), blink, bear healing for non-guardian, moonkin playstyle (spray dots 'n pray for procs + eclipse are just clunky mechanics that neither druids themselves nor the one they randomly crit for 250k enjoy), feral slow on everything (remove from mangle), faerie fire with no cooldown, root with no cooldown, cyclone (I know it's been nerfed and nerfed and nerfed which is why I think it's just a bad idea for a spell and it needs to go), a combination of heals' low manacost with the ability to spam most while bouncing around like a moron (resto and balance to a degree), incarnation.
Warlock: Succubus seduction with no cooldown, felhunter silence (keep the interrupt), imp swarm, that thing making them immune to interrupts, malefic grasp (just buff dots a little bit and remove this atrocity), blood horror (at this point it needs not be a thing with baseline howl), Shadowburn (most retarded execute in the game), demonic gateway and teleport.
Shaman: Resto mastery, Ascendance, Fire elemental (it takes up half the screen), elemental's slotmachine of lava burst procs, stormblast, instant hex / hex while moving, tremor totem, damage spread between no cooldowns / procs and full cooldowns / procs, riptide's low cooldown, low manacost on resto heals,
Death Knight: Unholy cooldown stacking, unhealable frost crits, double grip. In all fairness I don't think death knights have many over the top dumb things outside of necrotic strike and damage. Instead, I think DKs should be changed from being super-damaging glass cannons to being durable / having high sustained (rather than over the top burst), while having little mobility and being easier to outrun / kite.
Monk: that thing making mistweaver immune in stuns (if not removed, at least make it a button usable while stunned with longer cooldown), roll breaking snares for mistweaver, jade statue (needs to behave like a totem in being easily knocked down), touch of death, fists of fury stun, too much damage during tigereye brew (spread some among no-cooldown sustain).
/rant over. Agree? Disagree? Got other things in mind? Let's try and help Blizzard make WoD the best PvP expansion ever by ending the arms race and pushing them in the right direction.