Thanee said:
If it weren't a bit dangerous, then it was boring, no?
Thanee, c'mon. Are you saying it would be boring if characters had a decent chance of getting away from fights they didn't want to be in in the first place?

It's bad enough they do extra damag from rear attacks, but having those attacks actually stun the fleeing character is going out of their way to make there are lots of trips to the graveyard. We're not talking about a challenge, we're talking a tremendous source of frustration.
What flaws do you mean specifically?
The stuff I've mentioned already covers a lot of it.
Grinding? Yes, lots of grinding.
Forced grouping? Well, yes, if you wait long enough to do a quest you should
eventually be high enough to fight off multiple mobs, when they're green or gray to you (and so is the quest). When I was 14th I'd still get killed fighting Burning Blade warlocks on my voidwalker pet quest. There seems to be few classes that can handle multiple attackers. That's a big deal in a game where spawns walk right into you--or even respawn in groups right on top of you. Soloability is pretty much all about the ability to fend off groups, and not just desperately hoping you can successfully pick away at the bad guys one at a time.
Forced hunting? Well, hunting for animal pieces has easily constituted the majority of my quests. I've been into one or two caves, and one fort.
Instanced content? Haven't seen any.
Hell runs? There are hell runs aplenty, and there's apparently not a convenient keystroke to let you cycle through monsters within your radius. Combine that with with monsters that stun you when attacking from behind, and you have yourself a problem. Heck, even getting to a trainer in a major city is a 5 or 10 minute trek...one way.
Class distinction? There's a lot of fun and cool powers to distinguish one class from another, but players do lack distinction and uniqueness from other characters of the same class. Sadly, I am really no different from any other warlock of my level.
Another issue not addressed is what happens when there's a lot of disparity between character levels? I'm already losing ground to my friends who play more than I do.
I think they have removed many of the typical flaws, while - of course - some genre-defining traits remain.
Folks will have a lot of fun with WoW for many months. Some folks will stay with it forever (just like there have been folks still playing EQ and Ultima Online and Gemstone for years and years after more advanced games emerged). But really, now I want to ask you guys: what is so polished about WoW? What do you think makes it turn other MMORPG's on there heads? If you opt to respond, please be detailed.