When you're dealing with a mega-corporation that benefits from player engagement statistics, the push and pull of a "game as a service" becomes an inextricable war with a company that is not your friends and does not view you as an individual, but as a dollar sign.
Any RPG of
any stripe is going to have character progression, and that's fine and expected, but they're always going to make the progression scale one that they can get away with. Grinds were decreased to entice more casual players to get them hooked more easily for a more varied audience. Similarly, they'd make grinds much harder to bump player engagement if they knew it would work. You see the sweet spot now with delayed timegating and bar filling with catchup mechanics instead of grinds that can be done at your leisure but require investment.
What this means is "Why not just do the 2 weeks to do your Covenant for every single swap under every single type of content, lol?" is a bad precedent to send. It means Blizzard will always amplify the ceiling to ludicrous levels for anyone who does want to optimize under the justification that it's a small percentage of players that are whales, when the reality,
by Ion's own admission, is that these issues trickle down regardless. Doing something pretty much amoral because you feel you can get away with it is
still pretty fucked.
MoanaLisa made the same terrible point here with "Well, people knew what they were signing up for when they went with cutting edge play!" when that's a weak falsehood. Legitimate challenges that need to be overcome with coordination, planning, and execution that are within feasible reach when optimized are fine. The game has had some of the hardest encounters in a long time in the last 2 expansions. But back in things like pre-nerf SSC/TK, trash respawns were 30 minutes, mobs were bullet sponges that split into 5 more bullet sponges (the colossi before Hydross were a bitter example), and people forget that the Hyjal attunement was
originally going to be one vial per kill per boss, coming out to 25 weeks with a consistent, unchanging team. Just because these came out of top-top tier content didn't make them any less terrible design decisions that were scaled back in response to feedback. I could lock Mythic N'Zoth behind a Heart of Azeroth Level 110 gate, and it wouldn't matter to most because it would only impact the very top percent-of-a-percent of players, but it would still be asinine and bad game design.
While there will always be a high bar for commitment in competitive spheres, there is a
limit on bullshit. And creating tuning based around optimal choices, something Blizzard admits they do for top tier content, means that people will be enticed into making this decision. So it isn't truly desiring a meaningful choice, it's trying to see what other arbitrary timesinks they can add that are just subtle and insidious enough to get away with.
"Titanforging is gone, so now players don't need to run multiple difficulties anymore. The Great Vault expands loot, so RNG is less of an issue, despite less drops. AP grinds are gone, so we don't have long-tails on progression. But we can't JUST keep them hooked with time-gated Renown, so we need some kind of new hurdle. Better hide it behind the illusion of meaningful choice!"
The reality is that if this is accepted, it sets a fucked precedent.