I agree that the copycats should end. I thought ToR was actually a decent attempt at stepping away from WoW, but many saw it as a WoW in space. I want more games along the lines of MineCraft and EVE. I like building things, and I'd like to do it in a persistent multi-player environment. Thus my interest in the likely unimpressive SimCity game about to release. But EVE and MineCraft have not been financial colossi, and so I don't expect the investors of the world to rush to back them. That's why I'm all for evolutionary design. Find something that works, and fix the problems it has while adding experimental qualities. Unfortunately many of the WoW clones skip the step of "fix the problems it has". They go right on to adding experiments. So they're doubly flawed games, both by their heritage and novelties. You can get money telling people you can make WoW better. People with money probably know what WoW is. This willingness to invest in failure is apparent. So use that willingness, but actually make it happen. You won't make it better by just tacking shit onto WoW like Eeyore's tail.
EQ has a solid basis, but since it's WoW's daddy, it would probably benefit the most and suffer the least from embracing its similarities to WoW. Unfortunately many proponents of an EQ3 incorrectly perceive EQ's liabilities as its assets. It is nowhere near the market success it once was, and its developers (EQ and EQ2) tend to share the opinion of the playerbase that it should strengthen its faults at the expense of embracing newer designs. My biggest issue is transparency of mechanics. EQ and EQ2 are fucking opaque as all shit. Most of the players, many even at the high end, are complately unaware of how to play their class. Developers consistently expose alarming ignorance of basic game mechanics as well. I assume the fault in this lies in both incompetency and resulting turnover of the developers themselves. I cannot appreciate not exposing how shit works to preserve some ill-conceived notion of mystery, especially when the developers are then found to be the ones in the wrong after the few bright players backwards engineer how shit truly works.
It's not like the EQ developers (or players) are unique in their ineptitude concerning class mechanics. WoW's devs (and players) are notoriously bad players. They cannot correctly balance difficulties because their internal team cannot come close to the best player guilds, despite having the game's blueprint laying about them. They balanced the first raiding hard modes with the idea that we would beat them after later content was released. They were beat within a week of their own debut. They then kneejerked in the other direction and balanced the next big bad so he was mathematically impossible, and didn't concur with the player's argument that it was such at first. Internally they weren't able to beat either one, so how could they easily tell? EQ's devs take it a step further though, by obscuring game mechanics to give themselves breathing room to balance shit terribly.