There are a number of really core issues here at the base of your arguments. Your idea of game development being boiled down to snapping together pre-packaged templates is one.
In programming, there are many different ways to achieve the end goal. Each component is built in order to integrate with the other components. If you asked two programmers to create the same weapon in a game, the code would look very different based on their own idea of what the architecture should look like, and what the architecture of the game they’re making it for looks like, even though in the end the weapon looks and works in the same way.
You can’t just create a “weapon” class and slot it into a game, unless the game is designed to work with the programming of that weapon. To make your idea come to life, every “plug and play” component would need to be designed to work together, which means all the games made with it would look and work in the same way, killing all variety and innovation. There would be no flexibility in how a weapon works either, because the moment you customise that weapon, you’ll need to start reprogramming other parts of the system as well, which breaks the whole point of having a “plug and play” system to begin with.
The other issue is the “I have the best idea ever, come and make it come to life” argument. This is fairly common and the response is always the same.
Programmers and artists have spent years learning their trade, countless hours of frustration, elation and more frustration to develop their skills. You come in and say “I can’t be bothered with all that, and I won’t even try to understand your trade, I just have this great idea and I want to dictate it to you while you build”. It’s just never going to happen. Everyone has their own ideas and nobody wants to work for someone who just sits back and tells everyone else what to do. Any team, professional or amateur, wants to see their people leading from the front, not sat in a chair at the back shouting out orders.
Finally, it doesn’t sound like you have a complete design. A design document is not just a list of game mechanics and opinions on how an MMO should be. It has to be a complete technical and functional blueprint that you could hand over to a team and they can build it. Every mechanic must be described in detail and how it fits into the wider game system, otherwise you just have a bunch of features, not a game.
Long story short, it sounds like you have no idea how hugely complex game development is. Why do you think AAA games are developed over the course of several years by huge studios with years of experience and the best talent available? It’s not because they like spending lots of money and sinking 80 hours a week into debugging code, it’s because that’s what it takes.