Ghostcrawler is on record as saying that he considers the talent pane in MoP a pretty overwhelming success. Yes, for warriors it's garbage, but all in all they're going to stick with it because they think it's great.
Unfortunately, people will simply take all of the single target abilities the vast majority of the time because that's what matters; bosses. Trash is trash, few will spec for it, which means Cleave, Thunderclap and Whirlwind would only be chosen on add-related fights.
Even then, it's not a given.
I do like that notion, actually, but it implies more action bar bloat to account for tallied up single target and multi-target buttons. Also, min-maxing would simply involve another pile of macros that would fast be considered "mandatory".
Effectively, they have the tech for this; we saw it with Lambs to the Slaughter in Cataclysm before Rend got ditched in favour of an entirely passive bleed effect with no gameplay value.
I see this a lot and I'm just not sure about removing shield requirements. If the game had a lot of its CC gutted across the board (as I believe it should), the glaring issues with Spell Reflect would be less... Glaring. As for Shield Wall, I think that if we're going to have a cooldown that doesn't need a shield (we currently have Die by the Sword and I'd prefer it to be Disarm), then using Shield Wall is an additional option we have beyond what would otherwise be expected.
Honestly, I'm fine with shields, but would support the idea of using glyphs to tackle this issue.
It's funny that movement hasn't been a warrior weakness since WotLK, yet a lot of people nowadays complain that their mobility is bad. Warrior mobility is epic; it's our resistance to control that's terrible. I do agree with cleaning up Heroic Leap, though, but I think it gets better every patch.
I'm not sure about your suggestion (it has its merits) because it just sounds more like some form of druid-bastardisation type of deal.
I keep tackling with rage because it's the cause of so many ills across the class, but I also keep being confronted with the fact that they've tried to normalize it so many times for improvement and it's just never worked; that's why, for me, rage should look something like Burning Embers. Every rotational attack, including white swings, should build some rage. When you cap out at 100, you gain one charge of "Pooled Hatred" up to a maximum of three. From here, certain special attacks will use a charge of Pooled Hatred and they should be both DPS additions as well as some necessary utility. Heroic Strike is an obvious candidate here, but also Enraged Regeneration and our now lost Heroic Fury could use Pooled Hatred. I reckon some cooldowns would probably be necessary to avoid silly amounts of burst (any attack would need buffed) or complete freedom from control, but you could technically even make certain abilities cost more than one charge of Pooled Hatred.
Truthfully, I might flesh this idea out fully and see where it goes. That said, I'm not sure too many people could stomach another rage redesign but I believe people would just like to see it work properly. Although... Are warriors the only class that run from a single resource system these days?