Yea, I gotta say, I did enjoy the fact that old dungeons/bosses didn't become obsolete. If you were a top teir played, you had your pick of shit, and if you weren't top teir, you felt like there was this endless cornucopia of baddies to beat down that would increase your power.
The only problem with THAT, as we started seeing later in EQ, is that a fresh player in the game found it very, very difficult to catch up. If you were the friend of someone, you were probably fine, or at least better off, as they would be willing to host you in raids or some other such, but if what got you into the game was GOD (Why the fuck would it, though?) you still had to slog through all the other stuff that came before it.
Also, I want to reiterate on the travel thing, because I feel like people in the last few pages forgot a key point: Travel was fun, it was social, it was exciting, and it was dangerous. But it didn't stay that way. Not in EQ, not in WoW, not in any MMO I've really played. It just got boring and tiresome. As someone pointed out, the Vox raid? The only thing dangerous about that run happened after you were inside, and maybe accidentally fell into the bear pit. (Always a good time.) Until then, your shoulders probably slumped going, ffs, ALL THE WAY OUT THERE?!
I remember doing the run to Karnor's and some stupid spider would root me after I aggroed it and it was like ugh, I'm going to kill you so fast, but you had to fucking root me, so now I have to stop...that's sort of what travel amounted to once you reached a certain power level.
I don't want instant travel, and I'm pretty happy if there's always a certain level of danger involved in traveling, Dark Soulish. (Though obviously not quite as harsh, just giving a reason that you might wander around with an invis on.)
If our issue is that we don't mind travel because it can be social, and fun, and dangerous, it needs to stay that way. Otherwise, it's nothing more than an arbitrary slow down.