Similarly to Runnen, I treat this as an occasional (whenever a .X release occurs) single player game that I also spend a small number of hours in each week farming 2+ expansion old raids when I'm in a collecting mood. My opinions are not those of someone actively playing the game normally.
All in all, I think the changes are probably positive, but also not enough to change anyone's opinions (whether they are playing the game or not).
Housing: I've been playing Lord of the Rings Online on-and-off for over a decade and I never bothered to buy a house in that game.
Unless they change it where I can get utility (crafting / runecrating / bankers / auctioneers) in my house, I don't care about housing in the least. I have zero interest in showing you my stuff, and given how long it usually takes for the RNG to spit out whatever mount I've been after, I've seen raid / dungeon X so many times I have no interest in remembering those spots either. Add in the player fragmentation we previously saw with Garrisons, and I think housing could easily be a net negative for _the game_, even though some players may enjoy fiddling with it.
Add-Ons: On paper, Blizzard removing add-ons should be a positive. If the game can't be played without outside tools, then it means Blizzard's design / current state is bad, and it encourages the design arms race where devs aren't designing for the game, they're designing for the mods the high end uses....
....if Blizzard actually adds back in all the add-on functionality they're disabling back into the core game, which I have no confidence in. At this point, this is a slight benefit that could turn into a significant negative.
Combat Rotation: If the ability interactions are complicated enough that the playerbase needs a combat assistant to tell them what to hit next, much less for 12 other classes, the designers have fucked up. And yes, while the bleeding edge may complain that they can no longer maintain a mechanically complicated rotation / queue to eke out a handful more percent damage than the plebes, making it easier for new players / more controller accessible / easier to swap classes is a positive for the game as a whole.
Zone Redesigns: Here is my one strong opinion on the expansion - I hate zone revamps. I could accept them for Cataclysm, given the impossible terrain of vanilla broke flying. But far, far too much of WoW history is zones based on nostalgia, originally for the RTS games, then for earlier expansions, then for earlier game verions in the Classic and Remix servers.
Give me new content, because the only impression I am getting with the constant remakes is the current devs know they will never be as good as the old devs, much less better.
Yes, we may be running out of playable biomes, but at least _attempt_ something new occasionally.
Pet Battles: As someone who was already neck deep in Final Fantasy, etc. when Pokemon came out and never owned any of them or related games, I have no nostalgia for the genre. And frankly, the implementation in WoW was never anything to write home about. The system was never built to be expendable for expansions on end, with the static level 25 cap rapidly meaning that even run of the mill world quest battle design rapidly ground down into needing specific sub-families of pets (sometimes even specific stat variants of those pets) doing specific commands in a specific orders to win. Not to mention that now having level 25 pets only for expansions on end means that there's no natural onboarding path for the handful of new people the game does get. Let me summarize it this way - there's exactly one activity I filter out on the map - pet battles.