A couple of these posts remind me of why there are strange factional issues that come off as lazy writing. It's because of the factions. It's because there are two factions, and from a gameplay standpoint, they are utterly strict. They always have to be in complete balance from a gameplay standpoint, because otherwise you'd be sabotaging half your player base. The writing has to contort and bend over backwards in order to justify why the gameplay is even, no matter how little it makes sense. The biggest example of this was in Cataclysm. All the ground the Horde made was justified from a gameplay perspective. In Classic, thanks to the story, the Horde didn't really have a lot, and it made it hard to give them an equally compelling and widespread questing experience. From a story perspective, however, it made absolutely no sense. Based on the history of the races, the Horde should be a significantly smaller faction in terms of population, let alone military. Even if they were even, however, it still makes the Alliance look totally incompetent for losing ground everywhere, yet not having any major victories themselves.
That same issue applies again to this expansion, perhaps even more than before. Somehow the Horde, (which, again, should be a smaller faction) even while divided by civil war, is enough to prevent the Alliance from having any kind of non-Pandaria-related success outside helping the Horde get back on their feet. If the Horde was depicted accurately, and the Alliance was properly at war with them, they would be wiped out overnight thanks to this. Of course, that can't happen because then half the player base would be kicked out of the game (not that I'd support that anyway as I like both factions, but it's true). Likewise, not only would it make sense for the Alliance to ask for some stuff in exchange, but if the Horde were truly good guys, they should offer up some things on their own in return for the help, but as I mentioned about Cataclysm, most of the ground gained needs to stay Horde for gameplay balance, so it can never actually be acknowledged in the story.
Then there's the whole blood elf/Dalaran thing. It seems like Blizzard wanted the Alliance to be excited about Dalaran, but it's obviously a nasty thing that was done. Sure, it shows a new depth to the Alliance, which was needed (though I argue not in this way, as I'll get to), but they chose to do it to the one character who previously had the totally opposite personality. They explained it well enough, but that doesn't make it something that's nice to see. As part of this whole faction problem, they keep having to juggle the villain ball between them, to give each faction a reason to hate the other while still being able to ultimately say that they're good. The problem is, neither one are supposed to be evil. The player base's weird blindness about the Warcraft name being easily applicable to warring with the actual bad guys like the Scourge, the Burning Legion, and the Twilight's Hammer, has led Blizzard to focus on awkward, out of place, and often out of character exchanges between the Alliance and Horde.
The Dalaran thing also led to the whole blood elf defection controversy. Blizzard's trying to pretend the blood elves dropped the diplomacy after Jaina's actions. No, the blood elves decided against switching to the Alliance (where they really belong, seriously, it made no sense in Burning Crusade and it makes no sense now, and it would have allowed the Horde to have Zul'jin as a hero), because they just can't switch all the blood elf players to a faction without all their friends. The Jaina thing was just a way for Blizzard to acknowledge that the blood elves fit better on the Alliance without actually having to do anything about it.
And that's why, for both gameplay and story reasons, I've been saying since before the game came out that I think the factions should be abolished (from a gameplay perspective). Of course in the story they'd still exist, but we'd be playing the adventurers, the heroes, the people either too good, too desperate, or simply too worldly to care about labels. PvP would still exist, as the factions would still exist, but it would be our choice to participate in their battles, not to mention that border skirmishes are going to be pretty much inevitable no matter how well the Alliance and Horde are getting along, considering their recent history. If they did this, the story would open up massively. The blood elves could switch sides without affecting the players, the Forsaken could strike out on their own and continue their quest to wipe out life, the night elves wouldn't have had to have been Flanderized into generic elves to fit into a faction so that they could be playable, and one of the factions could even suffer major defeats or victories, like losing Stormwind or Orgrimmar permanently. Of course the latter would be a bad idea to do overnight after such a change, but if the players weren't committed to the factions, you could actually develop them as dynamic entities with their own agendas and qualities. Garrosh taking over the Horde could actually have meant a return to the "Old Horde," which could have remained a major villain faction for years to come. You could actually have different nations. Kul Tiras could be a major kingdom that does not agree with the Alliance's acceptance of the Horde. You could have Garrosh's Horde that hates all non-orcs, while having a Thralls' Horde that's peaceful. Unlike right now, players of Horde races wouldn't have to feel like they're being painted as villains or as incompetent conquerors, as you would no longer have to pretend that race=faction.