Way to miss the forest for the trees. The meat of the argument is about the feel of misses and their relative importance. He could have chosen any number of examples, but chose WoW because it's a very stark difference from D&D in action economy. It is also a modern example that everyone is likely to have some familiarity with.
That has nothing to do with "making D&D into WoW." Making that claim about his argument is a strawman, at best.
If you want to critique the actual argument, do that, but fixating on the window-dressing isn't helpful.
Except his entire argument is built on "This isn't fun - take WoW for example."
He wants to kill swinginess even more. Fine. I think it's the stupidest thing he could do, changing the dice rolling, but
fine. His call. The issue is when his reasons for it are basically "Look at WoW, where you never miss. That's fun." How about later, when he says "Look at WoW, where you do static damage. That's fun."
You can't compare the two, and that
is his argument. "Missing isn't fun,
unlike WoW." You can't ignore that second part when he spends just as much time talking about WoW as he does D&D - especially when his prime reason for making this change was "this isn't fun - look at WoW"
What he's advocating is more or less greatly altering the way the game works in order to make sure the player almost always hits and almost always does good damage, and his entire purpose of doing so is because "It's not fun, like a video game." Even if you strip out the WoW part, his whole argument is still built on this statement: "
Video games that use die-roll-like mechanics have high hit rates."
Again, that's the heresy. The idea that you need to eliminate chance, make things static, and, want to directly copy the design philosophies of video games. I don't care if someone takes a few hints from video games, but when you want to take the
design philosophies from it, there can be an issue - and there
is an issue when those philosophies run counter to tabletop game philosophies, such as trying to eliminate chance.