I’m only going to comment on classes I’m extremely familiar with, so…
Death Knights
Great start for death knights, but don’t stop there! A return to rune diversity would be fantastic, as while not overly complicated, it did add some additional layer of skill expression in the form of pooling runes.
Druids
It would be cool if druids also had healing touch once again. As well as rip and frenzied regeneration regardless of spec, being moderately reduced in effectiveness if not specialized.
Mages
Great changes overall. I understand why ignite targets were capped out, but I think it could be a higher cap while still being reasonably balance-able.
Monks
I don’t believe the touch of death change is particularly great for windwalkers. I think it’s a much more engaging ability, certainly in PvE, as an additional cooldown which can be used to increase your damage for a short duration. Perhaps it would be better if it was a PvP talent choice to have touch of death become an execute once more. But in PvE I would, if anything, prefer that the damage increase against the target be raised to make it feel more impactful to interact with the ability.
I also don’t like the idea of moving windwalker AoE damage away from player control with a randomized proc. I think the legion windwalker may have had something similar, but really procs like this just mean the ability’s damage has to be reduced to compensate for a portion of the casts being free on average and that’s not really fun.
The legion windwalker was probably the most enjoyable iteration to play in the monk’s lifespan. In fact, it was the most enjoyable spec of any class that I’ve played. And so I really think changes to windwalker should push it more in that direction! Drastically deterministic damage output, full damage to all targets with fists of fury, strike of the windlord as it was (PLEASE not as a talent), energizing elixir generating 5 chi and restoring full energy instead of 2 chi and granting energy regeneration, uncapped mark of the crane, healing on transcendence teleport, 2 cost fists of fury (perhaps as a talent choice in the level 90 row? hit combo is satisfying, but hard to notice in a decent monk’s rotation. Rushing jade wind isn’t really necessary considering how much AoE a windwalker should have already. Xuen is becoming baseline), spiritual focus should be baked in and the talent replaced with the legion legendary bracers’ effect in which chi spent increases the duration of storm earth and fire.
Flavourful aspects of the legion windwalker should also return. Such as the transfer the power trait, crosswinds trait, baseline good karma with the talent being replaced with the legion legendary cloak effect to drastically increase the absorption and reflection, healing elixir. All of these things can be balanced with number tuning of one form or another, it’s not about doing lol amounts of damage. It’s about the satisfaction and skill expression of being able to correctly utilize all of these abilities to their fullest. And so please bring these things back to windwalker.
The mistweaver and brewmaster changes are both excellent, though I think brewmaster should have keg toss. Even if it no longer slows and instead does minimal damage, keg toss made sure that brewmasters always had a decent way to grab or maintain aggro on multiple or distant enemies. I believe it would be a very well received re-addition. I know that my personal dislikes for brewmaster are few, but one of them is certainly watching my ability cooldowns while distant or multiple enemies smash my group because of slightly disorganized pulls which are easily rectified by every other tank.
Paladin
I think the paladin changes are great, except that I actually think blade of justice should either be pruned, or it should have 2 charges instead of crusader strike. As it stands, retribution feels strange in that it has a ridiculous amount of holy power to spend, but it almost never feels efficient to generate as blade of justice will come off cooldown halfway through a global, or you’ll have so many buttons to press, or a few resets in a row, and so you regularly accumulate 2 charges of crusader strike, which feels like a very low priority spell, but wasteful to have 2 charges of nonetheless. And so I think either having less holy power and more emphasis on damage outside of templar’s verdict/divine storm, or having multiple charges on blade of justice instead of crusader strike will alleviate the somewhat awkward feeling in the rotation.
Priest
I think the legion shadow priest was largely considered fun due to the void form mini game. As the importance of good void forms have become less and less relevant, I personally just think shadow priests should go back to the days of shadow orbs and devouring plague. With the shadowy raven themed shadow. Rather than the void-obsessed shadow. If it’s to stay as it is though, I think performance during void form should be more impactful with longer lasting effects on the rest of combat.
Shaman
Shaman changes are fantastic, I only wish enhancement got the frost treatment in that it may choose between two handed and dual wield.
Warriors
I think it would make more sense to grant shield wall to warriors rather than ignore pain. Shield wall temporarily protects a warrior at no real cost to their damage. Whereas ignore pain drains damage resources in order to turn a DPS into a paper tank while also doing less damage. Also whereas fury is fine, I think arms would benefit from some major changes. Below 20% arms runs into this problem where you no longer use slam or rend. Even mortal strike is less rage efficient without overpower stacks. Mortal strike should be a rage generator, not a spender, to make it worth using as a stand alone ability. I think rend should deal more damage over a longer duration as to make it worth using below 20% without affecting its damage per second. I also think overpower’s effect should be baked into rend. And that slam should simply become execute on targets below 20%. That is, one ability becomes the other, not baking execute into slam, or vice versa. People would be upset if either disappeared and so it’s important they they be different abilities, just on the same button so as to make sense why one stops being pressed. This is also just personal preference, but I prefer thunderclap over cleave. It looks cooler and hits everything around me rather than only those in front of me. I’d say both is fine, but then we’d be looking at 3 AoE abilities, 5 with bladestorm and sweeping strikes. Seems like a bit much. Also I think the effects of colossus smash should be reduced, but the ability’s cooldown should be reduced while maintaining the initial damage. I think these changes would overall smooth out some weird kinks with arms without actually losing anything.
All of that said, I’m liking a lot of what I’m seeing so far. Some of it is even weirdly specific stuff I’ve been writing in suggestions for years; so I’m very happy to see it! I hope you’ll continue to iterate based upon feedback because this expansion is already shaping up to improve a lot of things.