Hmm several things to go through....
I'm loving the idea of glyphs being used to change up a rotation to make it easier. One thing that popped in my head was they could use the system to help keep all specs competitive in raiding content. Since one of the ideas was you could play your favorite spec in PvE content, you could use glyphs to improve play, or even 'live test' it, and see if doing a change in the glyph setup would make this spec better and more balanced with the other specs in pve raiding. If it turned out that yes, this change is good for this spec while raiding, they could hotfix it to make it baseline, and take the test glyph out. Hmm...live glyph testing...the more I think about it the more I like it.
One thing on the more complex rotations, I've seen a couple instances in beta right now where rotations are just flat out missing abilities that we've had in cataclysm. Some might think they are making them easier, but remember that we are getting a lot of new abilities on use from the new talent system. I don't mind losing a single rotation button that I have to execute perfectly in order to ease up adding up to 6 more abilities from talents. We're going to see more situational reactive moves so our rotation will be freed up more and we will be spending more time learning when during a fight we can execute the rotation to its maximum, and when we need to react with the other moves to reach spots to then again maximize rotations. Also don't be surprised to see players having to learn how to keep themselves alive more on their end than before. We will all be getting more survival tools and can't rely on healers to just heal us through something when we could have simply not pushed a button in our required perfect order and just pressed our 'you live' button.
I haven't cared too much for farming arbitrary points for gear on a main toon to give heirloom gear to a new toon. With the way the transmog system is working, wonderfully, I would rather have a different system for increasing experience gained while leveling.
1 - make the later levels of guild bonuses just increase leveling experience. (kind of lame, but something)
2 - In WotLK you could buy the cold weather flying book and send it to your other toon. Why not let us buy a specific armor type enchantment that gives us 10% increase experience on that item. Make it where you have to reach exalted with each of the new factions to be able to buy the buff for each item slot. Say, 5 factions, bonus enchantments for helm, shoulders, chest, gloves, and legs. 5 in all, 1 at each faction at exalted. It would be something to do with each faction, and there are already good ways to enhance faction rep, tabards, without going way out of my way to farm points to buy single loot items.
I don't think there is a good way to deal with the extra armor in regards to the holy paladin. Maybe since we are seeing hopeful improvements to loot with the LFR, we can all get loot, system and the valor point upgrade old gear to current relevancy system, we will see something to help with gear waste, but just don't know what.
I'm looking forward to having so many bosses in MoP. Mostly for me it is just for something to do. I'm one of those that can enjoy an interesting hard mode boss, but that has to have interesting changes. I've never been a fan of having every boss have a hard mode. That's not fresh and creative content. If you give me 14 bosses per raid tier, well holy cow, that's a lot to do! I'd be completely ok if say 4 of those were optional harder bosses to do for fun. Kind of like how bosses were skippable like Ignis, Razorscale, and wasn't Iron Council skippable? I know they werent hard mode bosses, but point is have more but skippable hard mode level bosses. But don't make it where I have to kill all of the other 10 bosses on normal and then a lacklusterly created hard mode for each of those 10 before I can fight the other 4. 10 normal main story bosses, 4 hard as hell bosses on the side for fun. Give us 14 bosses per tier, by the end of the expansion we would have 30 normal story bosses and 12 side hard mode bosses. No overlap so everything is more unique and fresh.
I feel for the player with the first question. It can be draining on you when you lose a team. I've spent a lot of time as a raid leader, an officer, and a recruiter. I've also taken breaks from the game for months at a time. Remember one thing, everyone is replaceable. That's a good thing. If someone leaves, there's always the next person you recruit that could turn out to be better than the one who left. I've seen that so many times. Back in the days of Ulduar I actually got excited every night someone left because we always downed the next progression boss that night. Haha. It was crazy. Don't think the guild is entirely on your shoulders. Spread out the responsibilities, encourage others to work with you, give players a chance to prove they can do a task they have shown interest in. Its highly unlikely youll be able to keep your roster static for the 18 month expansion season. Players will come and go, just stay focused on your goal for the night....raiding. PuG a slot if you have to for the night. Raiding and wiping is better than sitting around or calling the night.