Having had a few weeks to think through the topic and some of the ways it could tend to work out, I pose some questions which I hope some blogger/reviewer/someone with the ability to interview blizz blues could ask.
As always, please ask and frame these questions neutrally. Don't claim prior actions as establishing the basis for the question (e.g. retail changes over the years). These people are just doing their job and you don't want them defensive or more wary than they already are.
These questions are intended to be fairly specific on 'numbers' rather than feelings, and may clarify some of blizzard's thinking on objective topics.
1). In classic, speaking in general, a class at a given level in 'average' gear could not kill more than 2 or 3 outdoor mobs of the same level, and then sometimes only with difficulty, or not at all. A physical dps character in poor gear/poor weapon might struggle to not die to 2, or have their health greatly reduced by fighting only 1 mob. Is the intent to retain this tight balance between player power and outdoor mob power, which is key to the leveling experience? [another way of saying it is easy to die in outdoor leveling - yes I know certain classes/spec's could do all kinds of stuff, but trying to get the basic question across without drowning in minutiae.]
2) Instances done at-level typically required substantial coordination and/or CC, and an average instance run might take up to 2 hours assuming a decent pug party (more in BRD, etc.). Does blizzard intend to re-tune instances to reduce this time? [obviously, you do this by reducing trash, lowering mob damage, and/or moving graveyards closer, though the latter only saves a little time unless they do the first 2 also. Think 2.3. The more radical approach is what was done to sunken temple and scholomance, which I doubt they would do]?
3) For raid content, is the intent to make sure all players are able to see the classic raid content? How may this be accomplished? Has including raid difficulty levels been considered?
3a) Resist gear served as a gear-check on certain fights in certain raids. Is the intent to preserve resist gear as a hard requirement, and/or to reduce the actual time needed to gear a raid for this?
3b) May a token-type gear reward system (e.g. BC BOJ 2.3 or later iterations of similar systems) be enacted for raiding, and/or will raid bosses have drop rates increased?
4) In classic (and even today on 'blizzlike' (allegedly) server, /played time to max can average around 10 days for a knowledgeable but patient playe. Does this seem an appropriate /played time target for the Classic servers, or may it be reduced? How would it be reduced, lower xp/level, higher quest xp, or faster completion of objectives via weaker mobs, more centralized objectives, etc? [yes, speedlevelers can go faster, we all know that, but speaking in general about time to max here]
5) Linear quest structures have been used for years in retail now, providing players with structured goals in a clear order. Classic quests often were hodge-podge, quest givers at far edges of map unknown unless the player stumbled across them, with many quests having no follow-on's and thus being optional within a zone. Has consideration been given to modernizing quest structure, or, if not, to implementing UI features such as showing where quest givers are on mini-map (essentially the 2.3 changes)?
edit -
The best bet is an interview from someone from the financial press side of things, and the question would be
"The Classic Warcraft project could potentially attract millions of former customers. Classic wow itself is often seen as the most inaccessible WoW version ever made - how do you intend to make sure it attracts as much of the former customer base as possible, including people who started later?"
end edit
I may add more. Please note that I wrote these questions the way I would ask them of blizzard if I could. They do not reflect my own opinion on the topic.