Hunters should have scatter trapping, and silencing shot, as well as other utilities and tools to kite melee(like how MM used to use snakes for entrapment, or just pet utilities), but those should be active effects with risks/rewards attached to them. Everything originally listed is your current hunter utility on Alpha, and all of it is just fire and forget, and feels nothing like how a hunter should feel. Hunter to me is high risk, and high reward, but the way it currently plays is low risk, low reward, and it just feels like I have copies of other classes spells, but not only that those abilities are just silly.
To add onto this, things like Asphixiate, Stormbolt, Shockwave for non prot warriors, and 30 second FoJ are all mechanics I've found are very unhealthy for PvP. All of those are short CD ranged stuns for melee classes, and are pretty much unavoidable. Not to mention, all 3 of those classes basically have the same ability, which are the actual things that cause homogenization and are things that would have been okay to prune going from MoP>WoD, instead of just taking everything out of those classes that felt fun (Arms warriors losing almost every button rofl), yet leaving this horrible abilities in.
What I feel blizzard isn't getting the point from is that in all honesty having CCs is fine. Sometimes having potentially long CC chains is ok. But it all depends on the risks and rewards attached to it, the opportunity costs to use those CCs, and the amount of counterplay allowed for it. I believe things like scatter>trapping was removed because the CC chain was potentially really long, but in reality there was way more you could do to prevent scatter trapping - and therefore the longer CC chains, than there is now with current instant Trapping in WoD, or in Legion with just having wyvern or freezing arrow - both of which are fire and forget, your enemy can't really avoid, and isn't fun to deal with on both sides.
It's not fun for the hunter because you DNAW, and it's not fun to fight them because you can't do anything to prevent this. Mechanics like Stormbolts/Asphix/FoJ all fell in similar categories as fire and forget abilities that have no cost to them, are pretty much unavoidable, and also don't feel very fun for both sides of it.
Like in all honesty, I think anyone could agree to an extent that pruning isn't necessarily a bad thing, and going from MoP>WoD it didn't seem like a bad idea either. The issue is what abilities have been pruned, especially when abilities with unhealthy mechanics are the ones that stayed. So basically, any time anyone is giving feedback, I feel this is the most important thing to get across. The issue most people have with pruning, is that long loved and really fun and flavorful abilities have mostly been removed, while things that are not are the only things that have stayed really, taking away tons of depth in the game.
Very well said.