Be My Head, take a few deep breaths and calm the nerdrage. WotC employees love the game, they love the Realms. They're not going to rape them. They've altered them so that you can continue to use a beloved world in a new ruleset. Do you think they're going to simultaneously acknowledge a devoted fanbase and then make it so that the world they love is completely ruined and unusable? Seriously? No.
The Wizards of Thay are still around, they're still powerful, and they're ruled by Szass. He was one of the first to master the new system of magic, which is why he's still in charge and they're still powerful.
Elminster is not insane. Instead, in keeping with the established history of the character he's absorbed the memories of several powerful beings (The sisters? Mystra herself? Some of the lesser deities?) who tend to try and take over his mind when he uses magic. What this means is that Elminster is still influential and powerful, but he's not a game/book-breaker. The DM/author no longer have to come up with some absurd reason why Elminster, being pretty much a god, doesn't just solve the problem himself. He's there, he advises, he gives you the hook, then he disappears. He could also become a hook himself later.
There was nothing in the change that was antagonistic toward Mystra or the chosen except that they were broken, the game needed balance, and it was the best way to explain the changes and allow the realms to come into 4th edition.
As for classes not existing; they wanted to keep the books from getting huge and becoming money-sucking tomes. They limited themselves, with difficulty, to 8 races and 8 classes. This, plus some other necessary info, kept the book to a manageable 300+ pages. We'll get more classes later. The classes they left out were loved by some, but either didn't have broad appeal (bard, barbarian, monk) or had serious workability issues (druid, monk). They needed more time, they got more time.
In the meantime, you can focus a wizard on elemental type spells and make yourself a controller druid, or multiclass a ranger and cleric to make yourself a melee druid. He won't have summons (serious balance issues) and won't shapechange, but that's good. They need to leave something to make the druid unique. What I can recall is that the druid will be in PH2, though I don't know what role he'll have (I think elemental control will be given to a shaman character, and elemental defender to the barbarian). The bard will definitely be in the PH2 and will be an arcane striker.