Just to be clear on it, the difference in stats is a staggering 225 Intelect. Thats roughly the equivelent of being able to equip an extra item. The trait however, Glimmer of Light, acounts for roughly 7.5% of my total healing in an M+ and is super useful for AoE healing, something which Paladins really struggle with.
Without knowing that, which would you go with? At face value, 225 Intelect is too good to pass up on. Without some way of knowing how well the trait performs you'd just go with it by default. Which is my main complaint with the system - You need external tools to find out how good an item is for you. You can't just eyeball it or make an educated guess anymore or you risk making the "wrong" choice.
It does reach a point where the gaps are pretty small. Especially if the item itself is an upgrade in raw stats even without the traits taken into account. There are outliers, but those tend to be more because a trait is either too powerful for the content or one that adds functionality that doesn't otherwise exist - As is the case with Light's Decree, which lets Ret use Avenging Wrath as a burst AoE cooldown, giving them a strong niche that wouldn't exist without the trait.
There were also other considerations you had to make in that era of the game too. Most notably Hit and Defence Caps. With those gone, you're free to just pile on whatever is the highest iLevel because it will always have most of your primary stat.
I hoped it would be closer to Alterac Valley in it's playstyle, though I can see the comparisons to Wintergrasp too. Honestly, being like either of those would have been fine.I get what they were going for with it, putting the player on the ground in a battle from a Warcraft RTS title, but what we've got out of it is a very shallow, confusing and ultimately easy game mode. I think they may have also been going for some DOTA elements in there too, since both of the maps have a simillar 3 lane layout that converges on central point with 2 layers of defences to break through first.
Were it up to me, I think it would have worked out better as solo content. Where you and your team from your Ship lead your faction into battle. Maybe also tie it in with the mission table too to let you get some of the supplies you'll need for your Warfront, or tie it in with WQ's where you can scout out potential resources and recruit allies for the battle and so on. In the actual Warfront itself you'd assign your NPC followers various tasks, like gathering Wood/Lumber or pushing out one of the lanes to try capture the points there. The whole thing would ultimately come down to you and your followers engaging the other faction leader in a fight.
It might not have worked out better, but I'd have tried to put the player into the Commander role where you get you call the shots and the NPCs carry out your orders, rather than have the players either stuck in the mines or aimlessly wandering around in no-mans-land until it's time for a boss fight.