We all play together, but we really are just playing alone in most of the latest MMOS
Often repeated and still not exactly correct. Unlike EQ where it was "group or don't play" modern games let you progress to a point by not having a group. However, in every MMO released ever, the most effective way to do anything is to group. The best rewards aren't earned by soloing in any game; they are either group or raid endeavors. The majority of content in most games is also focused on group gameplay. People talk and socialize and meet up to do things in just every game (except maybe GW2) and often have needed abilities (recently more related to tradeskill choice, which is many games goes hand in hand with class selection) and it certainly isn't a thing that only EQ/EQ2 did. It's a weird version of history where mmos no longer focused on the group aspect, because that has simply never been true.
And the tidbit about modern games not having roles in groups... outside of GW2 and some other asian stuff, dedicated roles are still a thing in basically every game. You still have tanks, and support (though I will say that support-specific classes have been reduced in favor of dps/healer/tank trinities) and healers and dps. Pulling is now more about "which pack do I pull?" in many, as FD simply hasn't existed since EQ, and even then it was supplanted at points by lulls, and I do sort of miss that specific role. Classes have definitely been reduced over time, and the little one shot utility abilities (Ranger/Paladin hp buffs, SK's voice, etc) have in some cases gone away. WoW has a -shitload- of secondary buff effects etc while playing certain specs that can make groups more effective, but there's been bloat to where similar effects are added by more than one class/specs and you aren't going "Man I really need a ranger for whatever the fuck it was that they did" much anymore. So that aspect is kind of correct.
2002User: Games have been hybridizing EQ's and WoW's gameplay forever. Camps, however, are a stupid mechanic, and even Brad ye olde saviour of yon mmorpgs said it wasn't good during EQ. Which is why effectively every game has ditched it for the most part. CC -is- important in many games, there just isn't a class designed entirely around it anymore. WoW was most definitely a CC-required game for a long time, before the mudflation and ability bloat got ridiculous. SWTOR has a world of difference in ease if you have a class with a CC, and some dungeons are incredibly difficult if you don't have a class that can (or like most games, heavily overgear it).
I like overland bosses with timed respawns and stuff, but it's very easy to get those mobs on a farm cycle in a shitty time slot that prevents others from access to it entirely by virtue of when they log on during the day. EQ was notorious for having issues with this, especially during Velious. Having timed stuff like Statue/AoW spawning at 3am pst for the local asian/euro guild to kill statue and waste the AoW was a major pain for many a server. The weekly restart stuff -sort- of helped with things like Kazak and Azuregos and the nightmare dragons during vanilla to keep them randomish, but it still caters to an always online userbase far more than it does a skilled userbase. Which is fine, as long as there are no "best item in the game" type drops from those types of mobs. Content denial based entirely upon timezone is something that never needs to be brought back, ever.