Since Shadowlands was well into development by the time Classic WoW launched, the developers didn't have the time to implement the lessons they have learned from Classic WoW's feedback into the base expansion. Therefore, it is reasonable that they would do so for 10.0.
What kind of lessons do you think they have learned from Classic WoW's feedback and what do you think they will apply to 10.0?
For conveniency, you can list your answers according to categories:
Leveling -
Storylines -
Raiding -
PvP -
Professions -
Classes -
RPG -
Zone design -
Gearing -
Social -
Etc... Etc...
I'll start:
Leveling - i hope they focus on questing and storytelling (written text quest), make leveling slower (the journey instead of the means for an end), and get rid of all those markers.
Storylines - simple, yet expansive. No need for a main storyline with a lackluster baddie, his sidekick and those recylced group of heroes.
Raiding/Dungeons - hoping they get rid of the instant group match-making and teleportation. Moreover, i hope CC would be an integral part instead of just a DPS race.
PvP/PvE - i hope they bring back things such as Dodging, Resisting, Parrying, Blocking and such. It made encounters more thrilling and suspenseful. Hoping for a revitalization of world PvP and some more World bosses.
Professions - more variety instead of a few, relevant, homogeneous items. Maybe profession quests. I hope they matter again in PvE and PvP.
Classes - more emphasis on classes than specs, meaning you should be able to use most, if not all, of the class abilities, except for spec-specific talents.
RPG - i hope they bring back the RPG elements. They'e focused so much on streamlining the game, that it almost became a facebook game. The game shouldn't focus on windows popping up, icons on your map, numbers on your screen or buttons to be pressed daily. It should focus on the adventure, the discovery, the wonder and the thrill of being part of a fantasy setting.
Zone design - less crowded, more vast, open spaces?
Systems - Oh god, i hope they stop introducing them. Settle for glyphs or something and that's it.
Social - more emphasis on social gameplay. Don't encourage players to do content on their own. Encourage grouping, interacting and trading.