Originally Posted by
Tojara
Not to nitpick, but frost was never really a premier DPS spec or tank spec throughout all of WoTLK. People get massively confused because of how the presences worked in WoTLK. Unholy made you move, attack faster while lowering you GCD. Blood presence made you do more damage and heal for a portion of damage done, while frost presence increased you threat generation, armor and health.
Every single spec was designed to do all three roles, and unholy was by and large the winner throughout the entirety of WoTLK. It was the best tank of the three (sans a few fights) until ICC, and was one of the best DPS specs in both AoE and ST for portions of WoTLK (until ICC). Blood scaled really well, and because of changes became a really good tank and DPS in ICC. Almost all of WoTLK tanking design was based on reducing big hits, and unholy just performed that function incredibly well. Frost was just a middling spec, caught somewhere between, but was never really "the" tank spec.
The TLDR about DKs is that presences didn't define their intended role. DK was designed to have all three specs do everything, and you could absolutely get by tanking as all three, or doing DPS as all three. There are clear winners, but they were all mostly viable.
I don't see how achievements being introduced again really matters, and I think the hard limitation of having a single DK on your account makes sense in the context of a re-release of WoTLK. Getting multiple free '55's by making them all DKs is one of the primary reasons they didn't do it to begin with. Not to be completely negative, but business wise it's pretty counter productive allowing you to get as many 55 DKs as you want on a server, all the while offering a boost to 68 when WoTLK is released. It's ultimately a big time save buying a boost, but that's obviously going to cut into potential boosts and Blizzard has ever reason to stick with the original design philosophy.
I think all the other stuff you listed should just be as is. Not to slam down on needing changes (because WoTLK certainly needs them), but as shitty of a BG as it was, why contemplate removing stand of the ancients? Why change how flying is approached (it was pretty minor anyway), and the heirloom system was basically fine anyway. Realistically speaking, considering boosts will be a thing, I doubt they would want to make it easier to level characters in WoTLK anyways.
My biggest concern is the actual difficulty of the dungeons and raids (the launch ones). While this is my opinion, WoTLK was one of the few times I contemplated taking a break because of Blizzards design philosophy with WoTLK. To me, WoTLK was an empty boring shell of an expansion when it first released, and that was solely because they made every single dungeon easy, giving us one truly difficult encounter for an entire 6 month period. "Difficulty" was replaced with achievements where you had to do bosses in really stupid ways to make it harder, all the while offering zero additional incentive for doing so (aside from 3D Sartharion).
Again the above is just my opinion but I would seriously hope that they actually tune the dungeons upwards on the difficulty side this time around, in addition to Naxxaramas as a whole. Zero memes aside, but it felt incredibly wrong with all that raiding knowledge that you learn over 4 years of playing, to be reintroduced to a raid and the version you did years ago was way harder. I fully realize as well that there's no way they can truly make it hard by today's standards, but holy shit they could do something with it.
You also might hate it, but WoTLK dungeons while tuned poorly are the first time I would consider them being 'fun' dungeons. Pretty much everything that came before them were slogs with mobs that just hit hard with basically zero mechanics. WoTLK dungeons actually had mechanics, they were just tuned incredibly poorly to where most of them didn't matter. While I wouldn't call for changing them to something along the lines of M+, WoTLK dungeons have potential to be changed to "something" far more interesting because the tuning is certainly there to accommodate that. Probably not though. I get that some people liked the old system of dungeons being invalidated fairly quickly, and mostly serving as a max level pre-raid gearing activity, where newer dungeons added later catch people up to speed.