You know, funnily enough, most of the complaints about the talent trees came from the low-to-mid skilled players. The high-end guys actually enjoy min-maxing and experimentation. I'm nowhere near high-end, but even I loved the depth the old system had. The MoP system is decidedly brainless by comparison, but there is still some opportunity for theorycrafting.
I think it's quite sad that only 5% of people ever got to see raids in the old days. It makes me sadder, however, that far fewer get to do so these days. People seem to think that by seeing the story, they're experiencing the raid, but that's not true at all. Raids are more about mechanics, about the design, the struggle. The euphoria that accompanies a successful kill on a boss that's been stonewalling your guild is obscene, it's something every gamer should have the chance at experiencing. Unfortunately, most players run LFR a few times and call it a day. They'll never see the real raid. They'll never experience that joy. They'll never be tested and overcome. The gear is nice as a means to an end and as a visual cue for those whose validation comes from standing on the mailbox, but raiding isn't about the gear or the elitist lording-over the noobs. It's about the competition. The ultimate victory was the kill.
The problem is that most people don't get that. They think that LFR is representative of raiding, or that dungeon finder gives the same experience as running with your guildies. Frankly, though, while I might be elitist towards LFR, the problem with not gating that content is that 99.99999~% of the time, people will take the easiest path towards achieving their goals. If they have to raid, not only will they have to engage with the community in a game that is social by design, but that story will come with an emotional connection to your character and the villain. You have strived, you have prepared, you have anticipated, and finally the fight is here. After weeks of wiping, of hating that PoS with a passion, the boss goes down. That's about as close to simulating the experience of being there as you can come. If you hop in an LFR, follow the pack and press a few buttons, that experience is diminished. Another good example is epics. The epics people get in dungeons these days are no better (adjusted for inflation) than the dungeon blues from vanilla, but people get defensive when you criticize "welfare epics" because they like their "purps", it makes them feel like a badass. The thing is, they'll never get the sheer, orgismic joy of finally getting that Core Hound Tooth. When I finally got my Legendary hammer after a year of admittedly casual Molten Core soloing last year, the emotion I felt was indescribable, almost religious. It provided no benefit, at that point, it just sits in my bank. Can't even transmog it. But it was the culmination of long-term effort, actual investment by me in that item. By comparison, my legendary cloak was handed to me in a quest chain and a few LFR runs. Emotionally, that was just another stat boost. Nice proc, but just another piece of gear.
Furthermore, as I said, it devalues the game. Raiding is fun. PvP is fun. These things can sustain a game in the year of downtime before the next expansion and after you've cleared the questing content. They keep people subbed. If most of the player base is simply clearing the leveling and unsubbing, then you get a ping pong effect for profits, which is bad for the bottom line. Then the developer responds to this new dynamic, which results in Xpacs like WoD, which had tremenous initial appeal and absolutely no long-term lifespan. MMOs aren't single player, long-term sustainability is a must. The problems come when the most optimal course for the company is to treat the game like CoD.
I agree that balance is what we should be going for. I only chose to focus on the vocal casuals because it was the most direct way of addressing the thread, but vocal elitists definitely contribute to the problem. Takes two to tango, yeah?
Anyway, sorry about the novel. The only reason I'm making this argument is to clarify the opposing position. I saw a lot of misconceptions about hardcoe players in your post and others, so I just wanted to clear that up. It has very little to do with lording your shiny gear over the casuals, but the experience of clearing raids and actually earning your victory. Rather than experiencing that, however, most people will settle for LFR, because they have nothing to incentivize taking the risk of dealing with other players in a meaningful way, since that content has been opened up to them free of charge. It's like having the opportunity to eat the greatest steak the world has ever known, and opting for drive-thru double cheeseburgers.
Anyway, I don't want to make this topic about WoW. It just makes for a brilliant case study for this topic.