Unless someone was on the original development team, they can't really say for sure which features "came from WoW." We know that Yoshida instructed the team to learn from WoW and other games in the same way the development team for FFXI learned from EQ, but which elements came from where cannot be known. And, of course, if you trace back the origin of a feature, that doesn't mean the XIV team took it from that game, and indeed may have taken WoW's (or another game's) later interpretation of that feature.

What people can do is list some features which hold common ground between two games, and that is what most people here are doing already.

Here's some I can think of:
  • Quest-based, primarily solo progression
  • Treatment of the leveling up portion of the game as an "introduction" for the "real" game at max level
  • Linear equipment progression and the "item level" system governing progress past the level cap
  • An open world exists, but most if not all group content is instanced
  • Boss fights are heavily scripted and rely on memorizing patterns and following "telegraph" markings and other visual cues, plus "announcements" from the boss
  • Combat is based around a "global cooldown" imposed by a used ability on most or all other abilities
  • A cross-server automatic group-building system is in place to allow people to enter instanced content more rapidly
  • Cross-server PvP matching in the same manner
  • Most if not all equipment worth having cannot be sold to other players and must be "won" from its respective content
  • Most if not all equipment binds when equipped/used and can never be re-sold to another player
  • The economy is based mostly on player-game interaction and not player-player interaction
  • Repeatable daily/weekly quests exist to provide players with money or other items/tokens when their normal level-up quests are all complete