Thank you.
engage Mr. Smith voice
… but, as we both well know, we’re not here because we agree, we’re here because we do not agree - there’s no escaping reason, no denying argument because, as we both know, without argument - we would never post.
… look, I Just watched The Matrix again. I can’t help it.
Alright, back to being serious… 
For me this really doesn’t have much to do with warriors or druids or mages or any other class in isolation. All classes have a talent tree, all classes have high complexity, and all classes have set bonuses that behave very similarly to one of these talents in that they cause some change to one or more spells which, in turn, changes the rotation.
What I am jumping at you for is that I don’t think the correct approach to solving this overwhelming complexity is to make all set bonuses percentages and make all stat gains flat scaled percentage “ratings” - that is the few of them that weren’t already.
I think the talents have too few points in them each. This was NOT a popular sentiment during the beta. Blizzard listened to the community, and the community told them that there would be no talents with 3 points or more - and the result of this plus giving us 61 points is that we have a metric ton of talents, and having a ton of talents means a ton of buttons.
This has been a huge source of problems throughout the expansion, but what I’m telling you is that saying “Well because we have this we can have nothing further” is a bad way to deal with the problem, because these talents are a constant per your spec/class, which will cause it to become very stale if nothing is ever changed around them, such as a talent set.
I also told you that the other systems you’re arguing for elsewhere, like Artefact Power, would inevitably come with its own set of talents, each talent precisely like these set bonus or existing talents, and that would worsen the situation.
Here’s some examples of what having so many talent points has done:
- In PvP, it’s disruption hell. In 10.1 Blizzard are giving everybody Premonition, which is an immunity to all CC that casters get for failing to be interrupted because otherwise they couldn’t do anything at all. They are also reducing the duration of all CC again to the point where their cast time or incurred GCD’s can in some cases be longer than the CC itself. This will not help.
- In M+, it’s also disruption hell. Blizzard have responded to the high amount of player control with mobs that relentlessly cast deadly spells on which you must use all this CC, resulting in players getting overwhelmed by mechanics. What they can’t seem to understand is that their own class design is causing this.
- Outrageous levels of visual noise from all these spells being cast. Players can’t see each other, players can’t see the boss, players can’t tell the mobs apart, etc. because the game world is so completely full of all the stuff that they have to dodge because they didn’t CC it combined with the outrageous visual noise of nothing more than 5 players.
On top of obviously filling our keyboards with tons of binds that often don’t add much gameplay value - they just play off each other and make you press different buttons for the sake of it.
The solution is to overhaul the talents to just… take more points for the same amount of talents, or be more stingy with class resources. I know it’s not popular, but it is the only way. There’s no point going after set bonuses like these. They’re SUPPOSED to change the way you play slightly. Otherwise they’re just more boring stats. They are not the problem.