I'm not sure why you missed the point of the post, but I'll try again. My post was to point out two things - our mechanics (eclipse, slow casts, starfall in the current state of beta) as they interact in Challenge Modes (CM), raids, open world, scenarios, 5-mans, etc. I'll break down the points for you again.
The first point was that there's absolutely no need for them to change starfall aggroing out-of-combat OOC mobs by default, that too in a 40-yard range. The tweets by Celestalon hints that they don't want to add back glyph of focus so I'm assuming that the 40-yard mongoloid pull that starfall should do is here to stay for the time being. Now in current content, such as fresh lvl 100 5-man heroics, CMs, current-content hub (for e.g. Isle of Thunder, Timeless Isle, etc) there's close to zero benefit for starfall to pull everything in range.
Most of the development philosophy is leaning towards having hard-hitting mobs in zones/hubs and the mobs there - usually beyond 4-5 will likely result in death. This is not assumption through an unlikely projection as you state, but rather an educated guess as to what looks like we will be doing in WoD. If you think otherwise, please prove why you feel that aggroing all the elites at firewalker's path or Ordos' area, or similarly challenging content, is a good thing.
The 2nd point was towards CMs specifically. If you look at the current realm best times, (
http://us.battle.net/wow/en/community/ WoW site -> Community -> Challenge Modes), almost 95%+ of them use ranged DPS exclusively. Within those ranged DPS, almost all are using a combination of 3 classes out of: Mage/Lock/Hunter/Elemental. This goes to show that melee are highly unwanted in CMs, and within ranged classes, Spriests and Moonkins are largely unwanted. In an equal world, at least ONE of the 3 DPS needed for a CM will be melee. Sometimes, 2 of the 3 melee. Hence the 60/40 skew that I mentioned. But that's not what we're seeing right now, and there's little information that suggests that things will be dramatically different due to the plentiful mechanics that nearly 1-shot any non-tank.
The last part you highlighted about the deliverance mechanics - other ranged classes have more dynamic and/or easier AOE in a situation where time is of the essence. We are doing well (from what I've read about overall DPS states) in beta on a single boss fight that lasts 4+ minutes, but CMs are not something like that. Again, if you don't agree, at least post a compelling argument where a moonkin can dish out equal damage to a lock, mage, or shaman when we're going in and out of combat quickly and our eclipse bar resets at 0 and starts towards lunar.