This sums it up pretty well. Only two things I could really complain about.
The 10/25 shared lock created a lot of class/spec homogenization issues as you had to make sure each class had the tools to perform in a 10H setting and to make sure certain specs weren't useless or too good in that setting. Now we have bland blobs. I miss things like Survival doing good damage instead of great but having Expose Weakness.
Then with raiding, so much of the lore and gameplay are focused around the raid or going into the raid itself. There's very little endgame content anymore that doesn't have to do with completing the raid. Raiding shouldn't be for everyone. Some players just aren't suited to large group environments. But instead of designing challenging and compelling content to go with the raid and having the raid be a reward in itself, everyone is funneled in and you have LFR which is like Bronze in League of Legends where you have such a massive variety of player types all being forced in and it makes the runs either a complete faceroll stomp or a soul crushing agonizing experience.
Some homogenization is fine, especially in roles like healers or tanks who you have a more limited number of in the raid. But DPS were almost entirely homogenized where everyone is slowly being handed tools to handle every single situation. There should be some distinctions and strengths/weaknesses for DPS. Shadow for example doesn't need to be how it was in Cata where it had top tier damage in every category AND potent raid utility. Does every DPS need an interrupt?
Luckily with mythic being 20m only, we can possibly see class kits trimmed down and specs have proper distinctions and pros and cons again.