There's been a lot of talk about WotC and the OGL. I won't go into that since it's being debated by enough already. But what does stand out to Robyn and I is an attempt (nothing new, by the way) to hoard, indeed own, the native creativity of its customers. Tabletop roleplay isn't a new car or a can of Diet Coke. It's a set of written rules to a game where the action takes place inside the participant's heads and can be easily homebrewed by the creative types who play them. I'm guessing Wizards wishes it wasn't...
You can monetize this to a point; but I get the impression that WotC, perhaps like TSR before it, failed to recognize what they're selling - and the limits of monetization.
You can't stop houseruling; you can't stop the creation of original systems, and you almost certainly can't market a subscription service selling not only what its customers could do themselves, but what they inevitably will be doing just by approaching the hobby for what it is and what makes it so appealing. The genie's out of the bottle, and barring the collapse of civilization and its collective experience, our gaming hobby will thrive. Fantasy roleplay grows sideways into endless new directions, carried not by companies, but by its players...