First off, thank you for itemizing your post. It makes it MUCH easier to reply.
-less zone loads when game grow bigger
If you cannot support a full spread of players, then you didn't plan correctly. One zone can easily support 20 levels of play. That's only four mandatory zones, plus two towns. Six zones are needed and the rest are gravy for the sake of variety.
-better zone connections(suit for pvp or pve as well as story lines)
Zone connections have nothing to do with levels. It's simply a graphical link that suspends disbelief. Hence, in WR the Kerra Isle entrance can be linked to Unrest.
-classes have different use instead of tank/healer/caster
A level 30 group will have the druid/shaman healing unless a cleric is present. A level 1 group (or any group for that matter) has the same dynamic. The differences are more apparent at higher spell levels, but it doesn't affect the abilities of each individual. All that is affected is what you NEED (ie, a cleric and a warrior) and this should never come up in a properly balanced server.
-less trouble on modifying the game
If you resort to cheap fixes to cover up the fact that you were too lazy to balance classes or create decent content, then you might as well just add in the # commands. The only people the server will attract will want those.
-doesn't waste as much time
I've gone through 1-11 and 1-15 on the WR, and I sure as heck don't consider it a waste of time. It was fun because the admin made it fun. It probably would be a waste if the designer got lazy.
-the game DOES change from 1 to 30...
So far the only reasoned offered for this change involve the phrase "But on EQLive..."
Fundamentally the game never changes. That's up to the server. I'm sure we'll eventually see a few servers totally tuned for solo play. We'll also see servers set up to be group-only from level 1 onwards.
paladins are paladin, not a war/clr combo, sk is sk, not a war/nec combo, but what lvl1 to 20 or whatever lvl tells me is that pal is a war/clr and sk is war/nec, etc etc
Paladins, SKs, and especially Rangers can affect agro control in a very powerful way. They also add staple spells (Snare) that help the group. They can do this at every level. Once again, it's up to the admin(s) to make sure that every classes is wanted in a group.[/i]