I actually want the devs to listen to their players. Currently, they listen only to players which agree to the developers agenda. The "community council" is nothing but a PR joke. I want the devs to listen to the majorites, and not to a few minorities only. And there are, not just premade raids or mythic+ players and hardcore casual dull world quest players as Blizzard seems to believe.
Systems that matter: (in general systems that work past the expac they were created for)
Item - Character progression (not just power, but also transmogs)
Cosmetics
Crafting
Dungeons
Raids
Questing
Battlegrounds
Arena
World PVP
a new dungeon or raid or battleground or arena will be played years after an expac was introduced. Items stay relevent to be transmogs. World pvp is an evergreen, if done correctly. Cosmetics are added for the whole lifetime of a char. Crafting should a be ramping up system rather than split into expacs making them worthless as it is now.
Systems that do not matter: (in general systems that add rewards only for one expac lifecycle)
Anima power
Legendary power
Corruption
Bone dust
<insert any borrowed power currency here>
Renown
The 123. reincarnation of a talent tree for your necklace which only exists for one expac
the 143. reincaration of bonuses that only exist for one expac
Blizzard focuses way to much on the last while addition to the first relevant systems would enrich the game for its lifetime. And all those borrowed power systems are not even fun, nor rewarding enough, nor any kind of useful once the expac they were created for is over. Based on that blizzard should get rid of this waste of development resources and focus on adding content to the systems that matter and prevail.
20 dungeons at start of an expac are more worth than "Anima time sink 23", 10 level regions are more worth than "Necklace legendary time sink #31 which loses its power at end of the expac". New battlegrounds are worth more than "Renown tree filled with time sinks"..