It sounds like we could be looking at 10+ months minimum to convert OW into an MMO-lite. I am leaning towards frequent addition/integration of new features into the current OW over the next year as opposed to having a large market-friendly mega-relaunch of the game. I completely see the benefits of testing each feature for a week privately with the current community, then taking it away and augmenting it with player feedback, leading to an eventual title launch that will be marketed like crazy and be fully polished for new players to try.
My reservation is that without a giant MMO-centric marketing push, I'm not sure we will gain many potential players to try a half-baked OW MMO regardless, so it isn't really an issue. The benefit however of adding (que generic arbitrary timeline >>>) combat in March, quests in April, some story cinematics in May, raids in June, etc.... is that you receive months of data to fix bugs, get current player feedback, build some trust in the community, keep the project exciting.
Slowly build the MMO with the community, in public, we understand it's in beta and not the finished product, we will understand this with combat and other features rolled out over the next year. We will understand that the features will release with room to grow. I'm not sure the sacrifice of waiting is worth having a big boom mega launch in 10+ months while we hinge everything on the success of an auto battler alone. Why not use every game and mechanic we have to keep players excited and wanting to buy into the ecosystem? We can STILL have the "OW MMO-Lite is completed" megalaunch when it's all been released and fine tuned, and 99% of potential players will check it out then for the first time. In the meantime lets get some runway and trust and player excitement going.
I think this topic deserves some discussion from the team, players, everyone. Let's talk.