One of the great things about Vanilla, TBC, and to a lesser extend WotLK and Cataclysm was the fact that gearing was much much more interesting that it is today. Today, there are maybe 1-2 "best stats" and all we do is try to find gear that fill those best stats. But when we had to balance our gear and take into account hit percentage, and as a tank, crit hit block, defense rating, etc, gearing felt much more meaningful.
I feel that Blizzard went a bit too far by removing most stats, including hit%. I know the goal was to make the game easier to understand, and allow the player less focus on getting the "right gear", but itemization and gearing are major staples in an MMO. Thats part of the fun of the game, and part of the fun of killing bosses.
The existence of tools and websites like Mr. Robot, shouldn't be an excuse to remove complexity from the game. The whole philosophy that WoW is easy to get into, but hard to master was due in part by the complexity of the gearing game. Theorycrafters were all over the tank defense calculations and it became fun for higher end players to do those calculations to be the very best they could be. Now... its just, "does the piece of gear have haste and mastery, and is there more haste than mastery?" "No?" *discards item*