I think the problem is how class design didn’t scale with “Diablofication”.
If you load up Classic WoW and start playing, you’ll quickly end up realizing, 1on1 is normal, 1on2 is tactical fun, 1on3 is strategic difficulty with likely splat, and so on. You know, like pushback. If you face tank 2 mobs, you’ll never hard cast anything.
As a mage, the workaround was to sheep one, shield yourself a bit, and once mobs are melee, you’ll freeze them, run away and repeat.
… And then people figured out Blizzard farming, but that certainly wasn’t intended and certainly doesn’t work everywhere.
Same was true in dungeons, btw, and frost mages are extremely welcome in classic dungeons due to their help with survival. Damage is nice, too. (Frankly, frost was OP.)
Whenever an expansion was in its late stages, well geared people - like my protection paladin - could enjoy quick fights and we learned to fight packs. Eventually that become too much of a norm. And then a new expansion came and “where is my powah, I am weak, buff me”, and the cycle just kept going. These days I’m like Darth Vader, I look at a mob, swing a finger and it just collapses.
Big pulls really don’t work with class design where your single target, three (!) second hard cast removes 10-20% of your enemy (depending on crit), slows them by 50% and possibly freezes them. I agree with Uda in requiring a tank and a healer for more serious content as a mage (ranged mobs will hit you).
I’m sure a lot of people enjoy Classic exactly because of this difference (and others). Like how there is a massive healer surplus for dungeons.
The question - do you want WoW to be GW2, where every class has near identical options, mostly differing in fantasy (like in WoW, there are several wizard classes)?
Where playing solo means you’ll pick survival traits and Celestial gear?
As a prot pally you had leech, as mage shields and food, pick your poison?
I definitely agree that in this context, Frost is the solo mage build and it should be able to complete as much content as anyone else. (In old iterations, tanks - and healers - had little damage. I can totally hit mobs for 5 health as a prot warrior, and my resto druid takes 60 seconds to 1on1. That was balance.)