World of Warcraft Classic has brought both bliss to a lot of fans, and anger it seems to other fans.
Some of the most raised concerns so far is about the gameplay, graphics, content difficulty, and QoL features.
It's important that disagreements are constructively discussed in terms of how a change affects the you, and most importantly the gameplay.
Gameplay
What you all should be aware of is that you couldn't so simply change your character name (player identity) back then, so your actions within the game and community had consequence, where you couldn't simply just be a general a-hole or ninja loot and expect a serious guild to accept you.
You were punished for unethical behavior and actions not by the system, but by other players, and you would get nowhere by being so. Greetings and general kindness is part and parcel of such a community, and still is to today within those communities.
The general gameplay was a big time investment (emotional investment) in itself, figuring out the abilites and the type of character you wanted to be, reading through a quest and finding its objectives in the world, travelling and discovering new places, forming a collective group to run a dungeon.
Classes
There were a lot of player abilities you didn't use, but they were there to enrich the aspect of an RPG. The old talent tree were confusing for a bunch of people, but the freedom of those talents allowed you to mentally shape your character. You actually had to learn the game, about the abilities, what were the core abilities you used, what were the talents, and how do I figure out the best one. Both the abilities and talents were later streamlined for a more linear action-game style, and the previous freedoms of defining your character continued to distort with each new iteration of the talent system.
Quests
the intricate design voiced by Jeff Kaplan was that each play session was about finishing quests, sharing experiences with your friends, instead of the focus on your level and how much time it will get to get to max. If you don't have the patience be it because you're solely focusing on max level and you only have 30 mins a day to play, or you find the story-telling boring, that's completely fine.
No quest tracking meant you would read through the quest and try to figure it out, you used a lot of mental processing in your adventuring, leading to more and stronger memories of playing vanilla. Oh, people absolutely would turn to Thottbot if they just couldn't figure something out, and some people used it by default regardless. But this implemented Quest tracker, where you don't read or learn of the stories of NPCs or the world is quite sad, and you become this sort of Bot that solely follows the instruction in the screen.
There were no elements that could allow you to travel far distance quickly, but if that's how it is, why bother with a big game world if you can effortlessly and so quickly travel to one end to the other. If people do get lost, it causes frustration to a lot of people, but speaks to just how much bigger and mysterious the world will feel, although it's not the type of game where you venture the beaten path and find some hidden treasure like Elder Scrolls.
You had to invest your time, planning a route, the travels, it was all more meaningful, and you would have interactions along the way.
PvP Balance
Vanilla isn't balanced, because it is counter-balanced. Critical strikes, and Engineering which has enormous impact on PvP interactions is the counter-balances. How boring would it be if you were just absolutely doomed to die as an undergeared Rogue versus a geared Warrior?
Counter-balance is outplayability regardless of what class, spec, or playstyle you possess.
PvE Role
The individual role and rotations were dull, but it was all about the collective, and that all those frost bolts from yourself and fellow mages continuously weakened Ragnaros and led to his banish from our realm.
There's a charm, but I agree there should be more individual rotations in play.
Graphics
World of Warcraft has had different iterations of art directions.
Vanilla had the dominant style of cartoon, but it also had a tone of realism, of a more rugged and rustic atmosphere. Blizzard eventually grew to abandon that tone of realism for a more bright and warm graphical atmosphere.
This is clearly visible with the updated character model of Tauren, where the old has an a lot more intimidating and realistic appearance of a large Ox humanoid, compared to the updated innocent and sometimes cute looking appearance.
The new direction is definitely more hopeful and inviting with its bright and warmness, but is that the tone appropriate for Warcraft?
Content Difficulty
Vanilla content is argued to be easy solely due to a low level of mechanics.
If in fact the content was then it wouldn't be so slow-paced, a mere dungeon in vanilla like Scholomance would take an hour and potentially more, you couldn't pull an entire room and expect to survive, you had to focus on packs, and even then required CC to ease the stress upon the tank and healer. If you messed up and pulled an extra pack, you would be extremely unlikely to survive unless you outgeared the content significantly.
Raids were mostly about the prepping of consumables and resistance gear for 40 and more people, organizing everyone, so when the raiding night finally came, everyone were already very emotionally invested into the run and the collective effort.
You didn't even need a full-stacked 40 good men, but could bring a long 10 players who necessarily weren't good at the game, but were a blast to have accompany in the social atmosphere enhancing the raiding experience and player morale.
Vanilla raid content has a lacking in mechanics, absolutely, but the focus towards more competitive and mechanics intensive content came at a great cost.
Quality of Life
Vanilla doesn't have the QoL features that present WoW players are used to, would Vanilla benefit from those QoL changes?
I listen, but I don't cave in to people if their opinions are entirely subjective, because it's all about how such features affect the gameplay.
Are the present WoW's QoL features good or bad, and how can they better be executed.
In vanilla you have to click the mount buff to dismount, and I don't think anyone will protest if it changed to auto-dismount on actions.
However, a feature like the current iteration of Group Finder has dramatic effect on the gameplay, where you're automatically matchmaked with other players and instantly teleported to the dungeon itself. This eliminates a lot of the effort and social investments previously required for such an activity, and in a very bad way where mentally or emotionally you didn't really have to go through a lot, so you're not all that invested into the collective effort and remain passive about what happens.
If the tuning of group finder content was hard, then it would be very easy for people to bail on the group, wait 30 minutes to queue again while praying to be matchmaked with more geared or competent random players.
This is why all group finder content is easy, in fact so easy that the cases of downtime, frustration of wiping, and satisfaction of defeating an encounter has shrunken to either complete passiveness or a Titanforged upgrade following a sigh of relief.
Conclusion
How the game is played should be maintained as it is, having to learn about your class, abilities, talents, and what have you.
But how the game is experienced should absolutely be improved, in terms of visuals and audio with the original direction of more realism, a more dynamic world with more content, encounters, and other activities, and more engaging story-telling.
To say the current World of Warcraft is far superior than the old because it's newer, or it's superior because of subjective opinions, and everyone who disagrees is a wearer of rose-tinted goggles is narrow-minded at best.
The philosophies and principles of the old Game Design that games like Vanilla, Everquest, Ultima Online, RuneScape, etc, with strong RPG and Social elements has been forgotten in favor of a more story-telling action-game.
I'm not saying vanilla should be how it is, there's a lot of room for improvements and optimizations, but there has the be good design principles behind them.
Address your concerns, and please do your best to remain civilized.