See, the problem is, Blizzard denied flying because of mythical, unseen by anyone "engaging, dangerous world, which will be completely nullified if flying enabled". Me personally have seen no things like that.
What I've seen is this things:
- unclear paths, and a very high density of boring, unthreatening mobs, which, combined together, granted a lot of situations when you had to rip through a dozen packs of mobs to reach some cave entrance. (Easily fixed by making mobs more threatening but more rare, possibly make more patrol routes as well as some forms of random encounters such as ambushes or road blocks. Also, it would be nice if mobs aggro on some sort of sight mechanics, so you could sneak behind them in a close distance. But most needed thing is hard fucking mobs! Mobs should be so hard that pulling three mobs at the same time must lead to almost imminent character's death, unless cc/bursts/kiting is used.)
- daze/dismount still based on armor/role, you get instant dismount when you play clothie while you can ride through mobs 24/7 when you play a tank. Which is DUMB AS FUCK, and irritating beyond all possible limits. (Obviously, no such idiotic disparity must exist. Static dismount/daze percent chance must be implemented for all characters no matter which race, class or armor type they are.)
- mobs have a lot of ways to interrupt casting, while usually they do nothing vs melee. With a grand removal of caster mobility this leads to lots of frustration when caster played, as well as uber high levels of boredom when played on melee. (Obvious solution: Fire Holinka the dumbass, give all casters their mobility back and implement abilities which require melees to run away from target.)
- and, of course, absolutely no reason to fly/walk/ride/whatever anywhere, because there was no world content. (Obvious solution: make world content, lol)
That's how the noflying experiment should've been done, if you ask me.