I'm pretty sure at least Mr Happy has clarified that the questions get vetted beforehand and frankly, if he was to ask the questions that some of us would want him to ask, he simply wouldn't get the interview in the first place.
Personally, I do agree that they've been massively successful and even if I don't agree with all the choices they've made, simply firing them isn't the right way to go. As I've said repeatedly for the past few years, either the beancounters upstairs need to loosen the purse strings a little or Yoshida needs to swallow his pride and accept that he needs to write some cheques to hire some talent to help with the overall job direction in this game. A JP game studio is never going to do a Blizzard and start hiring opinionated figureheads out of a rival game's community anytime soon, but even something a simple as taking someone like Mythic on in a consultancy style arrangement to simply feed them with drafts and ideas to pick and choose from would be a huge boon to the game given how thinly stretched the battle system team has always been in this game.
I'd absolutely jump at the chance to interview Yoshida.
I'd ask him if he is aware of the ratio of actions used by healers in typical content as well as seeing what his thoughts are about the gameplay loop healers have in solo and MSQ content.
From there I'd ask him for his thoughts about ARR's content difficulty curve relative to what we have now.
Lastly I'd ask him if he has reconsidered his views on keeping the development team small vs expanding to cope with both the larger number of classes as well as elevated expectations and demands from the player base.
I'm probably the wrong person to ask this one. I was a huge fan of the old card system and frankly, I loathe the new one. It's stale and boring by comparison IMHO. I loved trying to get value out of niche cards and whilst sure, Balance was indeed king, most of the other cards had plenty of situations in which they offered value too.
Selene was a strange one. She was comically overvalued for much of ARR due to SE's rather misleading tooltips (I started preaching the worth of Whispering Dawn as a way to create extra dot and nuke windows and pretty much got laughed off reddit for it at the time). As SE steadily corrected the tooltips, people started to realise that her haste buffs really weren't all that. However even beyond then you'd still see the best SCH's using her as part of a dissipation opener at the very least. She certainly had her uses and brought value, just not as consistently as Eos.
Fluid Aura's downfall rests 100% in the hands of SE's treatment of it. Remember that it was originally a DPS oGCD for WHM and a considerate player would either try to target push immune mobs with it or simply shove something into a wall to get the DPS without splitting the pack up, it was also useful for shoving a stray caster into the stack when needed. Stormblood saw fit to remove the damage whilst also making the majority of dungeon mobs push immune leaving it pretty much useless in PvE. Shadowbringers was the final nail in its coffin turning it into a Bind only effect that was entirely worthless since the bind broke at the slightest hint of damage and frankly, overworld mobs just aren't of any concern to a WHM. If it hits hard enough to be a threat that a mere Regen can't deal with, it's probably a Fate boss that you can't Bind anyway.
Eh, the issue with that statement is that you've got to remember that most challenging fights in this game are tightly scripted dances with an enrage check. This game doesn't do battles of attrition, nor does it do RNG. Savage is a damage spreadsheet because SE design it to be precisely that. The community are simply playing SE's game.
I do agree that removing stuff isn't the way to go, especially on a role that's as gameplay starved as Healers currently. Fluid Aura should have been reworked into something useful and interesting. The same goes with Selene.
Instead SE took the quick and lazy way out, something they've done all too consistently over the past years.