I can't listen in right now, but if anyone can summarize I would appreciate it.
From MMO:
Warlocks feel like there is significant ramp up time that limits their potential in the outdoor world or dungeons.
Demonology Warlocks have some ramp up time, need to get out Demons, so it takes a while
The team has been talking about hotfixing the default number of Soul Shards from one to three. You would be able to start fights with more Soul Shards.
With Demonology, it would be great if you could build up multiple packs of imps and keep them with you for longer, especially in the outdoor world.
It would be nice if you could build up your demon army over the first few fights and then plow throw a few fights.
Mobility is another concern that has been raised, but it probably won't be changed much. The team would rather double down on strengths rather than shore up weaknesses.
Giving Warlocks more mobility isn't a hard problem to solve, but it moves towards homogenization again.
Things aren't perfect by any means.
Warlocks are less mobile and more tank like than mages. This reflects what a Warlock is all about.
Destruction Warlocks don't like the way their Mastery feels, which is valuable feedback, but it is somewhat like Crit. You have a mastery that gives Chaos Bolt some RNG, but in most situations it will average out over time. This is the same way Crit will average out over time.
The team appreciates the Warlock feedback and understands that people are unhappy, but it isn't constructive to communicate this through spamming up threads or starting petitions.
Ion went to the Warlock forums on many occasions to read about what Warlocks are upset about, but 95% of the posts aren't constructive feedback and makes it harder to figure out what is the issue. There is also lots of conflicting feedback, where people are unhappy for different and conflicting reasons.