All the good infos came today from the Class and UI Panels and Q&A session. If you want to watch the official steam too
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SourceGeneralDual-Spec system- They are working on a dual spec system! It's going to be awesome. They want you to be able to switch specs in the middle or raids in a simple way. You will not be able to switch specs in the middle or an arena, per se, but it will make things much easier on the whole.
Group Flexibility- There are 30 specs but only 25 spots in a raid. The class choice should be very flexible and the buff/debuff system overhaul was done to help with that.
- Consumables were out of control. Potions are cool, but farming for them is not. So are drums. Drum rotations and consumable preparations were way to burdensome. Skill should always win out over buffs.
Tanking- All the tanking classes are now suitable as a main tank and their threat has been greatly increased to make fights more fun, fights are now more about skills than dying because of a random aggro.
Others- Main backpack may be expanded in the future.
- There is a focus frame being added
Death Knight- Originally they wanted to have customizable amounts of each rune, but that ended up just sucking. It made gameplay imbalanced and made players ignore certain abilities.
- Originally there were about 25 different diseases, but it was way too complex.
- There is a bit of a learning curve to the class but not too much.
Druid- They are underrepresented in arenas.
- Balance Druids had lowered DPS because they had so much utility (like running out of mana!)
- Druids were given indoor Entangling Roots for more 5-man CC ability
- For Resto, the HoT healing niche was too limiting. Great for PvP but hard for 5-mans and raids.
- Nourish is a good new Flash Heal kind of spell.
- Wild Growth gives some AoE healing.
- Druids finally get an OOC rez.
- Feral druids were decent at tanking and DPSing, but couldn't master any of these fields. In WotLK you can take all the bear talents to become a very good main tank, or all the cat talents to have a very high DPS.
Hunter- The hunter pet system was overhauled. The system of taming temporary pets to gain abilities was too confusing, so they did away with it.
- The shot ration has been cleaned to make things easier for hunters and make them less reliant on mods or macros.
- Freezing shot adds remote trap deployment to give Hunters a bit better long-distance CC, especially in 5-man groups.
Mage- Frostfire bolt is a new signature ability that matches Frost and Fire into an "Elementalist" build.
- Mirror Image is a cool new move as well. Devs feel pretty good about Mage DPS right now.
- They want to increase Living Bomb damage and maybe play with the mechanics a little bit. Any spell that does a lot of damage is fun!
- Arcane needs a few more tweaks. Arcane needs to be more "mobile"
Paladin- Protection Pallies were great off-tanks but not great main tanks. They want to fix that.
- Holy Paladins were good healers but couldn't do much in encounters where players are required to move a lot, however they definitely don't want them as a HoT class.
- Retribution needs to do good DPS without running out of mana.
- They want Ret Paladins to have more control of their damage. They don't want them to have to rely on lucky crits.
Priest- Shadow priests utility as a mana battery has been removed, but in exchange they get to DPS!
- Discipline priests should be viable raid healer.
- Mind sear was introduced to give priests another viable DPS ability.
- Class-specific racial abilities were cool, but the idea became got "old" with time. That's why racials have been revamped.
Rogue- AoE DPS was sorely needed and Fan of Knives was added to the game.
- When you think Rogues you think Daggers and Poisons, but no one seemed to be using those things as often. Purchasable poisons and buffed dagger specs will help to fix that.
- The goal is to have end-boss less immune to poisons and rogues less dependant of Windfury
Shaman- Totems are now physical and harder to dispell, have more life and last longer.
- They filled in wholes in the Shaman repetoire with Hex as CC, Riptide healing, and Lava Burst spell DPS.
Warlock- Warlocks pets have been made more useful. Pets should be easier to summon/switch and use.
- The warlock rotation shouldn't be restricted to a shadowbolt spam, that's why Chaos Bolt was added.
- Affliction Tree is still too complicated and developers are working on it. Developers definitely want it back as a raiding spec.
Warrior- Protection spec has been revamped to make it cooler to play, mitigation talents now take a lot less points and will let you invest in a few other nice tools.
- In TBC, Arms was PvP and Fury the PvE spec, this will change in WotLK : Battle Stance, Overpower, and Rend have been improved. New fun abilities have been introduced like Bladestorm and Sudden Death, Fury obviously have Titan's Grip.
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