In truth, I'm the same way. For instance, I appreciate gating in that I'm not expected, therefore, to put in as many mindnumbing hours. People often think it holds us back, but all it really does imo is give a more level playing field from week to week for competitive players (progression players and record-breakers), and reduced the portion of our time spent in preparation for the things we play more for their inherent enjoyment (such as raiding, comparatively speaking, and varying from person to person), all while keeping a larger portion of the population useful to you. Those are all really good things...
It's literally just the inconsistency there that gets me on principle. Its really a fairly separate issue for me, as passionate as I get about it. Ideally, there are a lot of ways I'd like to see small changes have significant effects to the game. I'd like to see a greater sense of consistent planning—something less tiered, more continuous—for progression, for catch-up mechanics, for alt-gearing, for example. But a lot of the fundamentals are more or less fine, apart from the very basic issue of the primary spenders of our game-time (e.g. Expert dungeons) aren't particularly fun in themselves, while we could be having a lot of fun even just meeting the basic everyday efforts of the game—it just feels like the carrot-and-stick is presumed sufficient, which may be symptomatic of the biggest problem I see with general design. 'Virtual' content. And not the best disguised, accessible, or reiterative form at that. I mean, WoW can often give us the exact same instance in a way that feels more exciting across two iterations (challenge levels) than two entirely separate Expert dungeons may feel here.