I wasn't saying you should make it a pvp server I was just talking mostly...
you've got a lot of good ideas and many very similar if not exactly the same things I've thought about like lots of mini's being way too easy/brainless and have zero cool abilities and itemization being terrible
I also hated how a lot of items had completely retarded stats, most notably the planar gear...like intel classes getting wisdom and vice versa and all sorts of dumb stuff...like a few classes bracers are amazing while others are totally worthless in comparison, i seriously can't even believe they did that intentionally
I've also always hated crappy the resist system worked and how many opportunities were missed to add in more interesting abilities to random mobs
like I've always felt that if you wanted to exp in solA/B that you'd need to gear up in FR gear in whatever way possible to even stand a chance in those zones and even then they should still be tuff, but virtually undoable without at least the most basic set of available fire resist gear thats obviously obtainable outside of said zones through jewelry, mobs/nameds in lavastorm and perhaps nejana or whatever
Same with Lguk, I hated the fact that you were fighting tons of undead rotting disgusting diseased mobs and you could easily poison/disease them and they didn't have any disease/poison abilities...didn't make sense. You should need a real good set of poison/disease resist gear to even stand a chance of fighting there and a couple of people who can cure.
it's kinda reminiscent of zelda and old school rpg's where you needed a specific item to go to a specific dungeon where you could then get cooler/better items/upgrades etc and explore a new part of the game world
Currently how the resist system works is garbage imo...like on a vox or naggy raid, you either have enough cold resist to virtually resist the AE every time or you get hit for full every time...there doesn't seem to be much of an inbetween and everything seems to be very hit or miss. I think it should be very difficult to frequently fully resist any spell and that it should be on a more partial resist system, sorta how like AC works with damage by mitigating what would have been the potential initial incoming damage. I also don't think level should ever come into play when determining spell resists(or melee too for that matter)
http://www.eqemulator.net/forums/showthread.php?t=28478
I made a post about how I think it should work and I definitely think it would make a great deal more sense and allow for a bit more versatility with your mobs special abilities and how each players spells affect mobs so that theres more of a middle ground
Another major issue I have with classic EQ is the matter between melee's and casters. As it stands, casters gain far less from each individual piece of gear then a melee does and most gear needs to be relentlessly sought after for months as a melee where as casters can buy virtually all of their spells. I always thought casters should only get a very few select spells from vendors and should have to either quest or sweep dungeons in order to obtain the rune words needed and the rune words should be kept secret and you should need to seek out the books/lore/npc's in game which reveal what the rune words mean and how to combine them to create powerful undiscovered spells.
Adding focus effects to items wasn't a bad start to making items more necessary for casters to be powerful. I loved how back in the day you needed to kill vox and naggy for the rune words required to make ice comet but then as always they dumbed it down and came out with the staff of the wheel quest so every average joe could get ice comet.