the first is that if there was a talent tree only used during pvp in battlegrounds; elsewhere the pvp talents would not have any effect. the second is something that became clear after burning crusade, in the raids added after bc came out, i.e. sunwell, and tempest keep, that WoW has departed from a content- and quest- driven story line and instead is entirely based on getting to 85 (or 70, back then) as fast as possible so a player can start raiding for purples. even the hokey-pokey dance for raids like magtheridon's lair and lich king is slowly being replaced with simple tank-and-spank mechanics, making the raid encounters themselves less rewarding.
this leads to the same problem that warcraft seems to have suffered from ever since chris metzen, et al, left the project for blizzard north, et al. for some reason, the player's wants have been confused with the player's needs from a good game with challenging game play and worthwhile rewards, and started as a good game with a good story to make the game play more compelling, and instead of giving us what makes our characters better, i.e., more cross-class balancing, new classes and races. more raid encounters and a more engaging in-game experience through new story content to keep us interested in something that's not the same old quests and classes that we started with and the grind to the top, whoever is in charge of new content seems to be on permanent vacation, coming in once a quarter to update loot tables and nerf a different class. any time a new complaint arises or a new so-called "exploit" like the "mend pet fiasco". or all the players who were banned for traveling into the prohibited zones like hyjal, pre-wotlk, when flying in azeroth became legal.
so anyway, will blizzard ever change their policies? i'd like to think so. but judging from all that has happened since the game began, imo, things will continue to progress the same way they have been going. and now, since EVERY avenue of story-telling that has ever been explored pre-WoW has been exhausted with the death of deathwing, the only thing left are the stupid gimmicky easter eggs and selling points that have been inserted into the other games, like pandaren, who never had any sort of plot relevance, instead just a silly bonus for players who got the hint guide or insisted on tearing down every single tree in a level; anyone remember the brotherhood of the horse? how about the tomb of sargeras or his duel with aegwynn, or what ever happened to the frostwolf clan in alterac valley? how about the alliance and horde members still in the outlands? my point is that according to the story, what has any sort of relevance any more? there is nothing of consequence that i can see is left in the old rts games to re-use here in this last expansion. only way to make this last expansion worthwhile is to make this a new story line. maybe the emerald dream thing would be cool. i mean, it's only been hinted at since the first expansion (remember those giant green portals that have been useless since WoW was first released - like the grove at the center of duskwood) but is a single new zone worth another $90 expansion, or a $60 dlc?