I don't think EQN will be at all like most people have mentioned for the last few pages(and earlier). It will be very similar to a MOBA and there won't be a lot of unique loot that just drops off one mob. I don't think they want to encourage camping, twinking or any of those other archaic systems we haven't seen for a long time. Honestly, a short sword should be a short sword until later. They should all allow the same abilities until you get one that can help YOU evolve your class mix or playing style. I want variance which EQ never had.
People have equated their character to a few pieces of loot for far too long. I want to see what kind of characters are made, not who got lucky with the die roll. It's what you make of yourself not camping one spot for longer than anyone else. Twinking had far more negatives than positives as well. Sure, some high levels sometimes helped out others...or didn't. Every game now has a form of mentoring and this game doesn't have levels anyways.
If you want to help someone, then go help someone. If you have random chest drops in random areas, it helps exploration just as much or more than unique loot. If you don't have levels, you don't need a lot of what the original system was built for. 'Trash' mobs may still be tough and content might stay harder.
Just like Quaid, I look forward to MOBA elements. I want to see how others evolve their character as they get more classes. I want to see how this changes what can be done. I want that kind of combat.