I played WoW in Vanilla quite a bit. I got eight characters to the level cap of 60, and then quit the game shortly after that. Some of the objections that I've brought up off hand over the years since then have resulted in people telling me that it has since been fixed. So I thought I'd make a more complete list and ask how much of what I disliked about Vanilla WoW has been fixed. If the answer is most or all of it, then maybe I should have another look at trying the game again.
1) The combat was slow and repetitive, so much so that some people had macros to basically play the game for them. Getting rid of the macros while leaving you to press 1, 2, 3, 1, 2, 3, 1, 2, 3 until the mob dies doesn't really fix the problem. A much shorter time to kill would have helped a lot. So would some need to actually pay attention to something other than potential adds.
2) Combat was based very heavily on level and gear, and very little on the skill of the player. A level difference as little as 3 brought harsh penalties for being too low level or make it trivial if you were too high level. The reasonable level range to do content was thus very narrow, much more so than in any other MMORPG I've played.
3) Finding a group for group content was an enormous pain. The best available method was using /who and then cold calling anyone you could find of a suitable level. If you could fill a group in 15 minutes and then get everyone to the start of the dungeon in another 15 minutes, that was pretty good.
4) Travel was slow, which made (3) much worse than it could have been. Need to go to a dungeon that you just got a group for? Get on a griffin (or whatever they were; I think there were a few different types), go AFK for 10 minutes, and then come back to see that you're still not there.
5) Inter-continental travel was flatly broken. It didn't always move you from one continent to the other. At worst, it would drop you off far into the deep water so that not only would you die, but it would be impossible to return to your corpse. Blizzard offered instant transport via Captain Placeholder for a while, but even when they removed it, it still didn't work.
6) Extreme server instability. WoW was the worst online game I've played in this regard since the turn of the millennium. They'd have several hours of unanticipated downtime, then compensate you by extending your subscription for a day. And then do it again the next week. By the time I quit, I had about a month worth of compensatory subscription extensions. Blizzard tried to make it right by compensating players, so it was hardly a scam, but what you really want is to be able to play when you want.
7) Dungeons were too long. To do a dungeon, you may need to be online for a solid two hours. In some sense, you don't want to spend half an hour assembling a group, only to finish the dungeon in 10 minutes and then break up. But requiring two hour time chunks is just too much.
8) The grouping culture was that if you wanted to do a dungeon, you find someone way too high level for the dungeon, get him to join your group, and then he carries you through the dungeon and you get your loot. I think that's completely stupid, as I play games for fun, not for loot, and tagging along while a high level solos everything isn't fun. As hard as it was to get a group at all, getting a group of players of a reasonable level was much harder. Sometimes I'd ask literally every single person on the server online in the appropriate level range and not be able to fill a group.
9) Endgame content was completely inaccessible if you weren't willing to schedule your life around the game. That's a non-starter for me, but ignoring the endgame entirely is also a valid option.
10) There was too much downtime between battles. Spending half of your time sitting and waiting for health and mana to refill is not my idea of fun. Whatever you think of opportunities to socialize, that's just way too much when you're off soloing, as most of the game was.
11) There was considerable potential for griefing from the enemy faction killing quest givers. Hillsbrad was pretty terrible about this. But occasionally, some high level player(s) would decide to camp a quest hub and make it so that no one of the opposing faction could acquire or turn in any quests for the next hour. They couldn't kill you on a PVE server, but they could make it so that you couldn't play the game.
12) Too many of the players were gold farmers who spoke basically no English, even on the English language servers. When forming a group, I'd customarily ask people "what is two plus three?" The inability to recognize that numbers or arithmetic were involved filtered out a considerable percentage of people. I haven't had to do that in any other game I've ever played.
13) The built-in UI basically didn't work. Downloading potentially dodgy add-ons from external sites was pretty much mandatory to play the game. And then every single update would break the add-ons in various ways. Sometimes I'd have to spend an hour fixing it before I could play.
14) Some content expected you to go get custom gear just for that content, even though it's completely useless elsewhere. And spend a bunch of time farming the gear for that content. For example, fire resistance gear for Molten Core.
15) The group loot system practically encouraged ninja looting. Anyone could roll need on anything, and some people rolled need on everything. For example, "I need it to disenchant for shards." I customarily used master looter in groups that I ran, but some people don't take kindly to that in a PUG.
16) The crafting system was completely stupid. It was mostly a case of, you can spend a bunch of resources to level it up by crafting something useless that you can vendor, and then being higher level allows you to spend higher level, more expensive resources to craft higher level useless things to level it up further. The only benefit to top level crafting was certain recipes with a long recharge, such as mooncloth for tailoring. Professions such as blacksmithing that didn't have some top level recipe with a long recharge had no purpose at all other than to waste resources.
That's all that I remember off of the top of my head, but there might be others that I'll add later. So, how much of that is fixed? And if it's fixed, then how? I really hope that (5) and (6) are fixed by now, as those seem fixable and can't plausibly be intentional. But I don't have much of a read on the rest of it.
I'm not complaining about the quest hub nature of the game, which some people disliked. I regarded that as superior to asking players to go grind the same particular mobs for hours on end.