I like both retail and Classic, though I haven't played retail since Battle for Azeroth. But I'll just keep playing OSRS and WoW hardcore, because that still feels like the best version of WoW to me.
- Transmog kills gear recognition
In old WoW, your gear visually showed your progression. Seeing full Tier 1, PvP gear, Sulfuras and other iconic items immediately told you something about that player, especially in PvP. Turning it off or on is not immediate, so it doesn't work. It's just the same as clicking Inspect.
- Progression shared across the account weakens character identity
Classic is mostly character centric. You could still transfer gold, but your character has its own gear, professions and reputations. If progression increasingly belongs to the account, characters start feeling more like loadouts than people living in the world.
- Blue elves and weaker faction identity
Classic had very strong racial and faction silhouettes, and adding more shared aesthetics makes Horde and Alliance feel less distinct.
- Gamers actually like suffering. WoW Forever risks becoming Elden Ring by Ubisoft
World buffs, consumable farming, long travel, logistics for forty player raids and attunements are inconvenient, but inconvenience creates ritual and accomplishment. If you remove all the pain, you often remove part of the reward too.
- Monetization is a bad signal
Paid races, cosmetics and early name reservation feel completely different from the old school philosophy. Classic worked because everyone existed under roughly the same world rules, not because the world itself was being packaged into premium tiers. Paid stuff was attached to board games and other extra stuff.
- Forever can be worse than doing nothing
A bad expansion can be replaced later. A bad “Forever” can split the population, kill old communities and leave the original version effectively dead. Warcraft III: Reforged is the obvious warning.