You and the other kid, calm your tits, I will explain.
bla bla bla
Your examples are all over the fucking place, but you missed the point entirely. You wanted interesting PVE abilities and spells. Maybe our views differ on this, but 'interesting' to me doesn't mean 'the same exact abilities you've been using for 11 years, plus new ones'. They tried that for 3-4 expansions already, that's what leads to ability bloat. The streamlining examples you are cherry-picking aren't simply cases of removing abilities and leaving everything else as it is. They are specific cases where they are adding NEW mechanics and rotations, and the parts they are removing are somewhat tedious and mindless.
For example, Blood DK runes: if you have actually played a blood DK in the last 4 years you'd know that runes are basically all purple 100% of the time anyway. There's NOTHING to manage right now; you blood boil a couple times at the start of the fight, then it's nothing but death strike til everything's dead. Any changes to that are situational, NOT based on your runes. And the reason rune management is so easy for Blood as compared to UH or Frost, is that you have plenty of other things to manage and worry about as a tank than as a dps.
Back to the point, they are, so far, successful in at least making the class changes look new and interesting. Between the major class shakeups (Disc Priest, Demon Warlock, Survival Hunter, etc), the talents (they are actually out now, you're allowed to bitch if you want but there are certainly dozens of new and interesting abilities), and Diablo 3 style legendaries (
Soulweaveand
Helztstone), there is going to be a pretty crazy amount of variety between players of the same class, and more between different specs of the same class than ever before.
Of course they will probably nerf and homogenize everything by the first content patch, but the first month should be pretty damn fun.