I understand why some people don't like wotlk pvp but at the same time I really hate when people use the too bursty argument. Usually when that's a problem there must be something fundamentally wrong with how your team played in regards to healing, interrupting the damage, and kiting or pillaring. I never really felt like too many losses were bull shit and I played suboptimal comps like WLD in s8 to 3200.
The biggest problem with "scripted pvp" is that almost all damage outside of setup for most of those comps is pretty meaningless. As what was stated earlier the game doesn't really have many decisions to make anymore and you pretty much know your entire game plan before the game starts. A good example of this is mages really only playing around the deep freeze set-up and then just delaying until it's back up.
Personally I think the biggest problem is lack of pressure, especially outside of cooldowns. This game has mainly turned into trading cooldown for cooldown and I think that's really stale game design. In wrath, and also somewhat in MoP, you could force cooldowns with just good swaps and decision making. Another important point is that pressure causes mistakes. People tend to panic under pressure being unable to think clearly and I find it hard to believe that many players nowadays would be able to go through their flowchart pvp while hovering at dangerously low health pools while knowing they have to do something about it. The main thing stopping pressure is just how tanky and self-sufficient too many classes are with dps class healing/damage reduction being way too high and the numerous amount of defensive cooldowns. It's at the point where swapping is usually bad as they'll have all their cooldowns up and the time wasted on trying to kill them will give your main target time to get all their cooldowns back. There's too much of a commitment in hitting a target.
Another problem is also the lack of casting, way too many classes run around spamming instants. Specifically for healers, things like genesis and riptide/unleash having two charges is pretty bad for the game. Deep freeze into polymorph is acceptable but I think it's over the top when they have frost jaw/ring of frost.
Overall, and probably most importantly, the game is just not really that fun anymore for a lot of people. In terms of class balance this expansion has been pretty decent but other than that I can't say I like this expansion more than the others. The three top comps(in my opinion) RMD, turbo, and god comp are all extremely unfun to play against for many of the reasons stated above.
The thing is Blizzard already determines your stat values as it is right now and with the current situation of choosing what gear you want to buy it's more of trying to make good of a bad situation in my opinion. And let's be honest here, we don't really have that much customization as it is right now.
I'm just glad because this is the closest Blizzard has come to separating pve and pvp. I can't even emphasize how important this is. There are so many pvp classes that remain terrible strictly because they are good in pve and vice versa. Stat templates allows Blizzard to tweak so many things and be much more aggressive with balancing in pvp without having to consult to the pve department at Blizzard.
All of those examples aren't really relevant because Blizzard can adjust the stats accordingly to be balanced in all of the situations above. Basically you're trying to say that you want to be able to control your stats because Blizzard is stupid but that isn't really part of the argument.
Your shadow priest argument doesn't even make sense. The only reason you say priests "need" crit heavy gear is because there is a choice to get it in the first place. If, for example, shadow priests were weak without this gear in RBGs(which they are not), Blizzard would have the ability to CHANGE this because they control the stats. This system makes it far easier for them balance pvp without affecting pve at all and that is what almost everyone has been asking for.
In regards to the multistrike for frostmages/elemental shamans/rogues, they obviously aren't going to prioritize shitty stats to certain classes and if they do by mistake the whole point of this system is that they can change it very easily.
It might be easier for you to understand this if I give you some examples of why this system is good.
Elemental shamans greatly benefit from multistrike, but as we all know its effectiveness is halved in pvp. With statless pvp gear Blizzard can increase the amount of multistrike for only elemental shamans, or instead, they could just simply increase their intellect if their damage in pvp is too low.
Another problem is that disc priests and mistweaver monks have mana issues in pvp. They can simply increase the spirit for those two classes in the stat template while not affecting other classes and pve.
How can people even begin to complain about the lack of customization of stats? There is almost always going to be a mathematically superior stat. I don't think the feeling of being unique is proper justification here.
Blizzard having control of what stats certain classes have and how much will just make it that much easier for them to balance all the classes.
in mop there wasn't much to stand out either but it was obviously better than this
3 stacks of lifebloom swapping automatically made healing pretty brain dead for the most part not to mention the abomination that was the old soul haste clones
Still don't understand how genesis is "skilled" at all, if anything its just reminicisent of cata shamans and it's bad design, even with a cooldown. Also don't understand the ret/druid/x complaint because someone obviously hasn't been looking at the ladder. If anything, mages set up everything for the druid healer to chain off of as well as eating interrupts since they are spam sheep lords. With how strong flameglow is and how good it is with hots as well you don't really have to worry about healing them but that's an entirely different topic.
Realistically genesis doesn't even need to work in arena. It honestly isn't the best source of healing and is a bad way to play since you can't prehot (it removes all your rejuvenations on everyone). The main reason people constantly use it is because it is low risk and they don't want to get locked out. Regrowth with soul of the forest does an insane amount of healing with the 100% crit chance glyph since you always get a 50% bonus heal on top of that from living seed. It's also important to mention that pinkrangerz style healing only really works that well when you're playing comps like RLD RMD etc where there isn't really a good target to hit. Most people also don't really understand how genesis works as well. It's quite punishable by dispel as if you dispel genesis you waste 3-4 of the druids globals (depending if they swiftmended for soul) prior to that and waste their time/make them fall behind.
If I could choose I'd completely remove genesis from the game, nerf bear form substantially, reduce germination (2nd rejuv healing), and maybe make NS cooldown 1.5 min instead of 1 minute.
You can literally remove genesis from the game completely and if that was the only thing done druids would still be by far the best healer.
My only experience with you is when you decided moon cloth gear was bad for shadow priests in WOTLK.
Game knowledge and muscle memory carry everyone in WoW - those things do squat shit in League..
While muscle memory may not be that important in league I think game knowledge is pretty important. Knowing your boundaries with your champion and also playing your lane effectively are all heavily dependent on game knowledge. For instance I heard a popular streamer(I can't remember who) claim that Dyrus had bad mechanics and was carried by his understanding of matchups.
Anyways if you're all about individual play you'd be playing starcraft, a game with literally no excuses and a way higher skill ceiling.