Don’t just an entire group by the actions of a single individual. That said.
I think Cheetah’s probably got the right idea. Blizzard knows that some systems in previous Diablo games have worked well, while others have failed or caused problems they’d like to avoid. These two systems are key examples and for long-time fans, we’re very familiar with the arguments.
Regarding offline mode, this is done so that Blizzard can maintain it’s IP. It gives them tools to detect and prevent hacking of various types. D1 and D2 players know duping well and how it destroys the gameplay as it was originally designed. Lots of arguments boil down to Blizzard wants control over their game so they’re requiring you to run your commands through their servers to play.
Regarding trading, Blizzard seems to be taking the tack that D3 was too extreme. The smart loot and raining legendaries problem is something they want to fix. Trading lets them lower the drop rates so they don’t need to create ancients (10x rarer) and primals (100x rarer) to keep endgame players grinding. You can make the best items all 100x rarer, but allow players to trade, so you’re not salvaging 99 of them. This builds community and satisfies many old school players. They seem to be compromising by saying that the absolute best items will require you to play to earn them, which is the main pro in the D3 system. You can’t just gear through the trade window. You have to play. It sounds like they want to make the early part of the end-game rapidly accessible for veteran players with a stock of items, but they also want you to have an incentive to play yourself.
This is what they’ve explained at BlizzCon and through various channels since. It’s a design decision that they think is going to have the widest appeal and the best chance of being good for the long-term reputation of the game. Yes, they’re open to new feedback, but do understand they’ve debated both of these things extensively already, which is why most of us think it’s a firm decision at this point.