Resources (and cooldowns) are there to be managed by the player as a part of the gameplay and not to be completely circumvented through stats, talents or potion spam (the way it played out in Diablo2).
When I read your comments in regards to resource generation of Barbarians and Demon Hunters I get the feeling, that you don't like resource generation, resource and cooldown management all that much and, that in "your version of the game" you want many ways to circumvent them.
Sorry, I am not thrilled.
I want to start by thanking you for your constructive criticism of my ideas. While it feels good to see support for what I have written, I absolutely LOVE that I've been given the chance to defend and elaborate upon many of my ideas. I do not expect everyone to accept what I have said without any opposition. Now to address this particular quote:
I fully agree with you that elements of gameplay need to exist in which players must take intelligent action in order to properly utilize. I am not opposed to resource management or cooldowns in the general sense. What I AM opposed to is the existence of several specific means of circumvention in which all other play styles are compared. I do not think that the overall goal of power should be that of avoiding as much challenge as possible, though I do think that MOST power should be accompanied by means of making certain challenges easier.
Which challenges SHOULD be made easier is a VERY complex subject that is incredibly difficult to accurately theorize and even more difficult to properly implement.
The only way to properly evaluate and decide upon a driving game design philosophy, in this instance, is to identify what already exists in this version of the game and why or why not future changes should incorporate more of the same or scrap the concept entirely.
First we must observe what appear to be the most efficient builds in the current iteration of the game. What is the one thing that they all have in common? The answer is powerful resource generation or a focus on avoiding the need to constantly "break" from your efficiency in order to generate said resources. Monk tempest rush/sweeping wind build, wizard archon/CM build, Barb WW/sprint and HotA build, witch doctor acid cloud/sacrifice build, demon hunter strafe/lightning arrow/multishot build. They are all powerful because they do not force you to stop and regenerate resources in such a way that kills your efficiency.
Now we have to ask ourselves something: does anyone enjoy playing any of these builds? I've played them all and I can say without a shred of doubt that I absolutely enjoy killing things fast, running around fast and knowing that I'm using my time playing efficiently. I also know that a lot of people would prefer to not use many, if all of these builds. Some people just don't like whirlwinding constantly as a barb or only spamming right click in Archon form as a Wizard and that's totally understandable!
So now we have to ask ourselves another question: Do we want to encourage more variety in efficient builds, or do we want to scrap that kind of mindset all together and erase the existence of all builds that have found ways to take away a lot of the focus on actively and inefficiently generating resources? Would that result in a more enjoyable game? Would players feel powerful if they had to constantly stop using their strong skills in order to prep them with their weak ones? I think the answer is a very obvious, "no". That being said, I think that a large part of the problem comes from just how weak and boring many of the generation skills actually are.
But here's the main point...
Part of what comes with power in this game is always going be categorized in 3 ways.
Figuring out ways to kill lots of things very quickly by using skills that don't destroy your resources
Figuring out ways to make resources a non issue via passive methods or active methods.
And figuring out ways to incorporate resource regeneration skills that carry a significant amount of power with them so that you aren't losing a ton of efficiency by applying them in combat.
What I propose is not simply the circumvention of all of the above. I propose a system in which players who have put in the time and effort are presented with a variety of choices in which to overcome challenges and rise to efficiency. Each of these choices grants the player power in one or more of the ways that I listed above. As a player grows in power, the manner in which they manage their resources should absolutely change! This isn't a bad thing!
If a player builds a ton of passive regeneration, then it means that not only did they have to put forth a great effort to accomplish a powerful set of gear, but they also are taking advantage of a build that requires that kind of passive regeneration. Purely passive regeneration can NEVER grant a player as many resources as a skill that is designed to grant a LOT of resources(in a well balanced game). This means that the build must reflect that understanding. No matter what, you will ALWAYS be able to spend resources faster than you can generate them. This means that resource management will always play a role in how you play the game.
I am not advocating the complete and utter bypassing of this management. I am simply suggesting that players be given different options of power that change the way this management is done. This is where itemization and proper class balance comes into play. In my version of the game, a player cannot simply stack every means of resource generation, regardless of spec and expect to be efficient.
Each one of those affixes that you listed from my OP carry with them different amounts of power depending on how you decide to gear and build your character. You cant just stack them all and expect it to work. You'd have nothing but resource focused affixes on all your gear and skills. Where would your DPS come from? What about your defenses? What skills would you use to attack? How would you even take advantage of such an overabundance of resources? Is it impossible? naaa, is it going to be the all around best method of power no matter what? No way in hell(at least not if it isn't balanced HORRIBLY).
To summarize, I absolutely feel that an important factor in ALL powerful builds should be YOUR particular method of circumventing SOME of the drudgery that comes with resource management. The idea that there should be little to no difference, where resource management is concerned, between a beginner player and an incredibly experienced and well-geared player is just absurd. There should be a great deal of difference! Remember that you can always spend resources faster than you can generate them. This fact will always carry with it an implied method of resource regeneration and management.
As for cooldowns, I absolutely do not think that cooldowns in general are clever, creative or fun methods of skill and gameplay management. Cooldowns should only exist when there is literally no other possible method for preventing the game-breaking abuse of a skill. Know that the term, "game-breaking" applies very differently to Diablo 3 than it would in most games. If a player finds themselves using one skill that does everything they need it to do without any sort of talent or effort, then that skill is game breaking. So long as a skill or set of skills is fun and at least somewhat challenging to use at its greatest efficiency, the game remains unbroken.
A good example would be if the Witch Doctor skill, "Fetish Army" had no cooldown. The skill is only cool because of the potential power behind it, if the skill wasn't very powerful, then the lacking of a cooldown would make sense, except then it probably wouldn't be as much fun. If the skill WAS powerful and had no cooldown, then the fetishes would just swarm and kill everything and you, the WD, could just sit back and watch it all(at least on lower MP levels). That's not going to be fun for most people. There's not even the tiniest smidgen of skill involved and all you have to do is spam one skill over and over. Anyway, I'm getting a little off track here.
The point is, is that I don't think cooldowns should serve as the sole source of skill abuse prevention in this game. There exists an ENORMOUS number of ways to prevent or discourage, without proper preperation, gearing and speccing, a person from spamming a powerful skill.
After reading your post the rest of your post, I'm afraid I'm going to have to stop my response here. You don't seem to have a good understanding of this game and I'm sorry to say that you do not belong in this discussion. EDIT: I wanted to clarify this. I feel that you've demonstrated a fundamental lack of understanding of the game to the point where I don't feel that you are able to comment constructively in this thread. I'm not here to tell you to leave, I'm just giving my opinion. Obviously you are free to do and say as you want. I just don't want to spend anymore time trying to convince someone of something who does not seem to be capable of seeing my point outside your own perceptions. I've already spent much more time responding to this than I should have. Before I stop, I'll say one thing.
You brought up the Witch Doctor skill "Pile On" as a potentially good skill. I'm sorrry, but this skill is terrible in all shapes and forms. Just because you are able to take a terrible skill and somehow use it in a way that is less terrible does not make it a "good" skill. Why do less than 0.2% of ALL players use the skill?
I'm sorry but you just don't have a good understanding of the game. I don't mean any offense by it. I just don't have the time or energy to explain to you why that is.