I challenge you to find a well-respected western game designer who will disagree with me on this one.
The gamers of 10 years ago, the ones that enjoyed games such as Baldur's Gate to death (contains almost every anti-pattern), think these anti-patterns are an exeggeration. Nobody is saying fun factor is unimportant, nobody is asking for an overcomplicated mess of a game and nobody is looking for a game that only elite players can play.
However, modern game designers have only one goal in mind these days and it makes me so very sad: How can I get my 6 year old sister and 80 year old grandmother to also enjoy this game? How can I get the cheerleader into gaming? How can we make ONE game for EVERYONE?
The answer to this is your Anti-Pattern list with solutions attached to it. But, this alienates the gamers that made gaming what it is today. You might gain the sister and the cheerleader, but you're losing the Baldur's Gate fans. Even Bioware has alienated those fans (including me) and it's their game.
And yet, there's not much choice for these "hardcore" gamers but to also play the casual games, because that's 90% of the gaming market these days. Probably close to 100% if you're only looking at western games. The Japanese gaming developers are also catching on to this. Hell, look at the Wii, it's the epitome of casual gaming for the most part.
So, all casual gamers play the casual games. Casual gamers do not play the games meant for the more dedicated group. Most dedicated gamers need to play these games or give up their hobby. I think the end result isn't that hard to see and it involves MONEY. Casual games make more money than other games. This is proven time and time again by sales numbers.
Nobody here is going to say LoL sucks because it's too simple or treats people like gaming babies or anything, else we wouldn't vehemently discuss these matters on this game's forum. But it scares me when I see Anivia called a borderline case for one of the anti-patterns because of her Q-E combo.
Someone here already said there's a big barrier to even starting with a MOBA game for newcomers to the genre and that is SO true, especially in this day and age where smurfs are everpresent and level 2 players ward the entire jungle for buff control. New players means more money, we get it. But the new players that make it to level 30 are perfectly capable of thinking about champion abilities and item builds. And the hundreds of champion guides should make this even easier. The genre isn't mean to be picked up and played without any thinking and strategizing involved.
However, I disagree that "complex" abilities are further cause for confusion among new players. When they get through the barrier of the general gameplay mechanics, champion specific handling and countering is a FUN learning process. This was the case for me and it also the case for a few of my friends who are still leveling up to 30. To get to the max level, one already needs to play a decent amount of games, it's enough to build up an average knowledge base for each champion.
The crux of the matter is that the current player base only has to really learn one new champion per two weeks. This is ridiculously simple, these days it takes players 2-3 days max to recognize and react to new champion abilities. This means that, after 60+ champions, basic ability design will turn stale. It's okay to increase the depth of an ability, but it still needs to make sense and not be complicated just for the sake of it (no abilities that divide current health by 3 + amount of debuffs on your character - buffs on the target).
Let's look at encounter design for World of Warcraft. The first bosses in Molten Core were, by today's standards, ridiculously simple. Often it wouldn't go past moving out of a Rain of Fire or putting down a tremor totem to not get feared. Or just running away and spreading out, simple stuff. However, now look at the encounters in Naxxramas, another entry level raid dungeon. They include the mechanics of the Molten Core bosses as a nuisance to add to the actual encounter mechanics. Look at Thaddius or Kel'Thuzad or even the whole Heigan dance mechanic.
The designers at Blizzard made these encounters evolve because their player base has learned more about the game. But Naxxramas is also a raid dungeon that some of the most casual players could clear. The same casual players that would have stood no chance in Molten Core. Why is this? Because there's a time difference of five years between them. Gamers have changed. Sure, you might not attract the girlfriends of hardcore gamers or the school's top cheerleader, but you also don't HAVE to. They can go play on their boyfriend's Wii, we don't NEED them here.
Instead the game needs to evolve over time. This means it's okay for new champions to have abilities that stray a bit from the simple design direction. You point out that an ability that deals damage if you move is too complicated. That's not actually true I think. Even new players can pick this up after having been hit with it twice. All it needs is a better UI or SFX to show the effects of these debuffs. Or, alternatively, a further expanded death recap that also includes a mouse over tooltip of the abilities that killed you.
AoE abilities that deal more damage the longer you stand in them, abilities that interact with buffs/debuffs, for example extra damage to stunned targets, more involved resource systems like adrenaline (Guild Wars fan :P), combo points, ... These mechanics are not complicated, they really really aren't. Yet, I doubt they'd make it into the game after looking at the list.
I would very much like to see an evolution of abilities for new champion as well as retrofitting champions with upgraded abilities for those that need it. In other words, fixing old champions by adding functionality to abilities rather than simple number tweaking which isn't always the best solution. I would like to see the design rules become a little more flexible and forgiving. This doesn't mean four wicked original abilities for one champion, but at least one per, even if it would go conform to an anti-pattern.
TLDR: We also want a fun game, but fun doesn't mean the same thing to everyone. We want to be treated as intelligent minded gamers who can handle an average burden of knowledge and some more complex abilities because we believe in evolving the game rather than stagnating it to conform to the needs of very casual players.