I think them getting rid of levels is what will make EQ Next successful ultimately. This recent crowd MMO's (the past 10 years) have yet to break players from the mentality of needing to rush through the game. And it's gotten worse because developers assume the following: 1) The casual crowd doesn't have enough time to play so leveling needs to be easier and more meaningful 2) Everyone wants a good story because it makes leveling more interesting. These are two assumptions that have really hindered the genre in my opinion.
The only reason games such as EQ and AC got away with levels is because, for me (the casual player), reaching max level was never an actual expectation. I played at my own pace, took breaks from grinding, and made my fun doing other things because rushing meant burning out. As a very casual gamer, it took me over two years to get a character to max in EQ, and I never got past level 60 in Asheron's Call (still don't know the max level is because I never cared!), but enjoyed the journey much more those games. I remember playing for days and weeks in EQ or UO where what I did didn't involve leveling up at all. What people don't get is that even for us casual players, we don't care how fast or slow the leveling is, or how long it takes to reach a certain point. Only that it is possible to have fun in the process. And having the tools to create your own fun is all you need to make games like UO successful. Sure you'll always be looking to gain skills and whatnot, but your attitude changes immensely when you realize the finish line is either too far to worry about, there's nothing at the end worth rushing for, or the race doesn't even exist in the first place. Removing the traditional leveling system and a grand storyline will help to emphasize slowing down and just doing whatever is fun or interesting at the time. I'm amazed it's taken 15 years for developers to again realize this.
The story in games like GW2 or SWTOR ultimately do more harm than good. One reason is because players want to know how the story develops, so they rush to view the ending. What happened to role playing and creating your own stories, and making your own fun outside the planned aspects of the game? This is what made MMO's different. It's almost as if people forgot that's even a viable option today with a gazillion quests telling people where to go and what to do all the time. Hopefully EQ Next realizes these things.
Anyway, this has probably been discussed before, just wanted to vent what was on the mind.