Don't be so quick to believe that. Creating art assets with a voxel based game is very non-trivial, even if all they're doing is creating a templates for a randomization engine. Those templates are expensive as is modifying the randomization engine.
I wouldn't call procedural content the future, in fact it's the past. The first RPG I played was rogue. Daggerfall was an incredible game. All randomized content. I'd say the future of MMOs is randomized content being given to players to modify and control. I don't know how much control will be given to player to create customize buildings and landscape in Crowfall, but having different changes to the world everytime you log in is very compelling.
First, I think we all understand nothing is cheap when making games. But in the context of crafting a world by hand, creating templates and algorithms for randomized worlds is going to be much cheaper just by the shear amount of people you need on your team doing it.
Secondly, I never said that and only that is the future. It's what you can do with it that makes it part of the future. Like you said having procedural content allows you to create destructive worlds and changing environments. It allows you to do things in a game that has always been static. That content doesn't have to be whole continents and landscapes. It can be things that are generated on top of static land. It can be as little or as vast as you can build it.
There's no need to be hostile here and etchazz is welcome to post his opinion here. He touches on a very serious problem that will be very difficult for Crowfall to address. The question you have to ask yourself is why do MMO gamers enjoy the early game so much? Is it really that much fun to log into a newly released game and grind bear ass quests for 40 hours straight to hit the max level? Do I really enjoy farming mobs/resource nodes ad nauseum to get my epic mount? Do I enjoy going to level 12 in minecraft and start a grid pattern of mining to get diamonds? Did I enjoy mining resources for days to build our castle in Shadowbane, Age of Conan and ArcheAge? No, the act was not fun but it was enjoyable because I was making permanent gains to my character that would enable me to do the shit I want, likely to kill other players. If you turn those permanent gains into temporary gains that effect decreases, and now I have to look more closely at whether I actually enjoy the leveling/gearing process. This introspection is not one that many MMO gamers can walk away from with the desire to keep playing.
What's the solution to this?
1. You need a fun combat engine that is intrinsically fun to participate in. This is very difficult to do in MMOs for a variety of reasons, especially ones with large pvp fights.
2. You need to have PvP at almost all levels of the game. The resource generation has to involve risk that allows PKs to capitalize on. You never want it to be common to find Irondick Mine, set up shop and mine it in peace, because after the 5th iteration of a campaign, Johnny Headshot is wondering what he's doing with his life and why he's sitting there watching progress bars. Johnny Headshot needs to be able to make gains from going out and PKing fools and taking their ore. Meanwhile Timmy needs to be able to make gains from mining whilst simultaneously fighting off Johnny Headshot.
3. You need some way to make permanent gains within campaigns that extend past them, this is likely their target for their eternal kingdom.
Those three things are somewhat obvious and from their words they are thinking about it, but all three are very non-trivial to implement. #1 especially in an MMO, #2 especially in a randomly generated game and #3 especially in a game with resets that have to count.
As to the rest, I think etchazz is a big boy and I think he can take care of himself. If he needs a daddy to save him from the big mean man on the forums I'm sure you'll be the first person he PMs. Until them, I don't think he needs a whiteknight.
Now to the actual content of your post. You're correct. The very act of collecting, racing and doing bland content is not the fun. It's the result and team effort you get for being successful at a greater goal in the face of equal or greater competition. MMOs and it's players are not some special snowflake of gamers. You can take examples from every single other genre that pits players against each other; it's why I mentioned MOBAs and FPS games. For example in League of Legends you spend the first 10-15 minutes of each game farming minions with last hits. In of itself it's incredibly boring and tedious. However you're doing it in a race and competition against another person. In many games there are tedious activities that in a vacuum are boring, but in the context of the game at large make them enjoyable in their own right.
And just like your kill score in an FPS or the final build of a champ in League that took you 40 minutes to build, you lose it all once you win/lose. These things are in a lot of games out there. That's the crux of the whole design. Crowfall needs to give you a sense of victory that you don't mind losing gear because you're ready to do it again next time.
I think you have to take a step back from just labeling this game for "MMO gamers" like they are some kind of insular crowd. There are plenty of gamers out there that enjoy all sorts of different games and as long as your game design is thorough, it will be well received, I think.
Solutions:
1) Yes absolutely.
2) If you don't have PVP everywhere the game is a failure. Their words are risk vs. reward. They have to produce this or they will fail.
3) 100% this. Every game has some kind of persistent reward structure. MOBAs have a ranking system that players pride themselves in. FPS have records, KDA ratios and tournaments. Traditional MMOs have the gear you have and the stories you can tell. Crowfall must create a system that even if you're losing the campaign you can do enough in the game that carries over to the next campaign and your time is not entirely wasteful. Every WvW game that has released in the last few years has not done this at all.