I'm trying to grasp the point of focusing the story of Warcraft on one individual player. Is it supposed to make new players feel important or something? AFAIK the allure of WoW was immersing oneself in the world as one of many adventurers. The narrative focused more on group effort.
I'm not sure what players are supposed to get from receiving the Ashbringer/Doomhammer/etc.. Since it won't take significant effort and every other player of the same class/spec will have it, then won't any sort of ego-serving illusion be broken? The reason why these lore weapons felt significant was how they were outside of the boundaries of perception regarding item levels, and their unobtainable status. Doomhammer remained a respectable weapon even as we acquired more-and-more powerful weapons. After Legion should it and other lore artifacts be dumped, then these mythical properties were ruined for naught.
If people are just going to transmog over these weapons after realizing that even with customization the looks will be seen too often, then it looks to be a waste of artistic effort.
Going back to old legendary weapons (Sulfuras, Thunderfury, Shadowmourne), it wasn't just how difficult they were to procure, but how the narrative depicts the acquirement. The player is creating their own weapon (even with inspiration) rather than just being handed one. It's a legendary journey. I do like Dragonwrath a good deal because of how well the journey and resulting destination is executed.
I do prefer the artifact weapons that have only been invented for Legion over lore-established ones, as they carry a hint of the old magic of creating one's own weapon even though they will be received at the start. I'd have went with a build-up of these weapons throughout the 100-110 experience rather than just receiving the whole deal at the start. Now it just feels cheap, and symptomatic of the problem with this idea that the journey doesn't matter at all; only the destination is of concern.
Back to the whole issue of story focus on the individual versus the group, I am feeling the SWTOR vibe but not to the same extent. SWTOR has a single-player experience which is completely disjointed from the multiplayer aspect. While WoW has been headed in this route for some time, I do wonder how a new player is supposed to be prepared for the fact endgame content requires teamwork, and that they're not the center of everything. These new leveling experiences will only serve to promote this thought that "I'm kind of a big deal" which is more suited for certain single-player RPGs than an MMORPG.
Of course it's too late, and feedback was always useless irregardless. I'm also speaking from a particular point of observation. If anyone gets what I am discussing here, then that's alright. Either way, I just wanted to get this off my chest.