Most warrior abilities have been changed to work in the stance aligned to your spec. i.e. you no longer have to be in battle stance to charge or mocking blow. There are a few examples where stance dancing takes place, and it's generally to do something more significant (i.e. shield walling as a dps, or shattering throw as prot or fury). I don't think there's any problem with that, nor with druids having to make a bit of effort to summon someone back from being dead. Saying it's a baseline ability belies the significant of Resurrection.
I'm old enough to remember when you could have an OOC rezzer hanging at the back of the 40 man raid, who's job it was to stay out of trouble, rez those that died and send them back in. That rather cheesy strategy got rightly nerfed, but I think that the modern design ethic could go back and improve the overall position on resurrection in combat. Let's take a step back a moment...
- In an internet based game with RNG, random stuff is going to kill people who didn't really deserve to die. There should be a way to recover from that for the sake of all our sanity.
- If dying is a minor inconvenience, an interruption while you wait to be picked back up, there's not much incentive to avoid deadly mechanics, and cheese strategies that involve player suicide to bypass encounter mechanics will increase.
- Wipe recovery used to be a big deal, as dying deep into an instance meant a long walk, which is what soul stones and ankhs were generally reserved for. As instance design has improved, so these tools are now more commonly used for in-encounter recovery. Soul stoning raid members with alts outside the instance was en vogue for a while. Cheese-tastic.
- Although we tend to focus on the raid environment, whatever mechanics that apply here probably need to apply in 5 mans, solo pve, battlegrounds, etc.
So why change the restrictions on resurrection in combat. Give it an exhaustion type mechanic, but on a diminishing return. First rez places a 1 minute debuff, 2nd increases to 2 mins, 3rd to 4 (effectively meaning you get 2 rez per short encounter, maybe 3 in a longer one). No need for new spells, druids can still have the niche for a fast cast rez, but any class that can rez normally could do so if not prevented by the exhaustion. I'd also look to apply some limitations on soul stones and ankhs - maybe only 1 of those allowed while the raid group remains in combat.
I guess it comes down to this: how much fun is it for one or more players untimely deaths to result in a wipe -vs- how forgiving of mistakes should the raid game be?

