Sometimes, a developer will cater to the lowest common denominator in order to establish broad appeal and sell lots of copies.
You do yourself no favors by completely misrepresenting the design intent behind WoW's gameplay changes to make it appear as merely "dumbing down" the game.
The WoW community says, this is getting too hard - i cant handle all these different stats such as fire spell damage, ice spell damage, shadow spell damage. Blizzard says OK - we will make it easy for you - there you go, just 1 spell damage to worry about.
In truth, they abandoned school-specific spell damage boosts in favor of spell power because school-specific spell damage required to much developer time to itemize, mandated whole families of largely redundant gear that differ only in the school of magic damage they boost, greatly complicated gear selection for specs that deal spell damage from multiple schools, and led to a much greater risk of wastage, i.e. items that absolutely no one wants.
The WoW community says, ah, I hate that my hunter pet has to travel to find a mob that can execute a certain skill to learn it. Blizzard says, sorry we made our game so hard - there you go, now you dont have to do that anymore.
Actually, the developers decided that it was unfair to hunters to force them to jump through significantly more hoops to learn key abilities than other classes, even other pet classes, had to. They also didn't like that the old system effectively required hunters to waste a stable slot.
And note that when they made hunter pets automatically learn abilities as they level, they also added the pet talent system, which made hunter pet min/maxing more complicated than before. (Since prior to the patch, it was a simple matter of "make sure your pet has the highest available rank of each of it's abilities.")
The WoW community says, Ah, raiding is too hard, trying to co-ordinate 40 people in epic battles is just beyond us. Blizzard says, OK, we will cap content at 25 man - that should make it easier.
Again, what happened was that Blizzard saw that gathering and organizing 40 people for a raid was so time-consuming that it posed a significant barrier to entry for most people, and thus most players never even got to set foot inside a raid instance. And since their design philosophy is that it's a waste of time to create content that noticeably less than 10% of the player base will ever get to experience, they shifted to a 10- and 25-man raiding style.
Thankfully there are other developers out there who will not seek to please everyone and still make good games that proper gamers like to play.
Never mind that it's not always about pleasing people for Blizzard. At least two of the three aforementioned gameplay changes were actually EXTREMELY unpopular and heavily criticized at the time - yet Blizzard went through with them anyway because they felt they made the game better. For that matter, several of the gameplay changes going live in 18 hours are unpopular.
Blizzard has their own vision of what they want their game to be, just like SE does.
The difference is that Blizzard's vision focuses more on action; SE seems to want to remake Ultima Online or Star Wars Galaxies, except without a genius like Raph Koster at the helm, and without having learned the big lesson of SWG (namely, when making a game like this, the franchise is your enemy more than it is your friend).