Going on EQ not being mainstream...
Here are my hopes for it regarding their success, and not game play expectations.
#1 - 500k-700k static subs of people dying for a spiritual successor to EQ much in the same way the new XCOM was a successor to the original game of old. I think that's a fair middle ground and what they are likely to do if they're gearing this right.
#2 - 3 expansions (this is where your sub rise should come from and hopefully they don't slant the game towards the Timmy-type bitchings of game play elements / dumb down difficulty)
Here's my expectations game play wise
#1 - slower rise to max level with heavy internal beta testing of any unfinished while players hit the treadmills.
#2 - combat not based on complex ability rotations. Pretty much everyone here has proved they can do this at the highest levels and god is it stale.
#3 - SEPARATE PvP server based on PvE values and then abilities removed from PvP use or healing/damage numbers scaled to adjust. No separate PvP earned gear AT ALL, ESPECIALLY with resilience/pvp power stats. PvP based on level range.
#4 - Epic quests for each class.
#5 - AA's that you can work on at lvl 10, max level, or in between. This is good for the PvP crowd too as it encourages "low lvl pvp brackets" where people can dedicate their time to certain level ranges. This was really popular EQ2 and I proudly yet shamefully admit at the same time to maxxing the AA's out of a lvl 40 wizard. If PvP is broken or sucks at max level, the pvp crowd finds its way there.
#6 - xp loss on death (hinted @ oh so strongly)
#7 - no factions but there will be religion / good / evil races
God I can't wait until the 2nd to hear the lamentation and gnashing of teeth from this thread.
My expectations are based on; What little information they've actually released and not on EQ1 nostalgia wish lists and dream scenarios, so they're quite the opposite of yours. lets do a little compare and contrast:
#1- slower levels, yes probably. I doubt levels will "matter" in the sense that most people think of levels. I see levels as lateral power increases and gaining utility rather than raw power curve. Something like AA with either rift souls or more likely a FFXI job type system where more exp/more levels translates into more class unlock options available to you, but you can only be playing the role of 1 class at a time, based on gear you're outfitted with.
#2- Simpler combat. Yes probably. some form of auto-attack with a handful of situational use abilities. no DDR, no whack-a-mole, no CD/animation based rotations. This isn't to appease the "I wanna AFK and go take a shower in the middle of my 9 hour dungeon camp" crowd, this is due to #3
#3- Separate PVP servers? Nope. Every server will be PVP as PVP will be the primary form of content of the game.
#4- Epic quests? Eh not so sure. I don't think loot will be anything like what everyone expects thus I find all these arguments over dungeons/etc silly. I expect full loot drop on death (lootable by other players as well), with maybe a few exceptions for ultra-hard-to-acquire items which are bound to a character, so if they did have it, something like an Epic weapon would persist through death.
#5 - AA's, yeah, or something similiar as mentioned above.
#6 - xp loss on death. maybe. full item loss on death is probably harsh enough.
#7 - Factions. The game will have a highly complex faction system and faction standings will matter, but PVP will not be based on hard-coded factions, no. PVP will be ffa, outside of safe area's like main towns.
additionally, I expect all gear to be crafted by players. I expect crafted items to be unique based on racial areas, ie elvish longbows are crafted in the elvish capital, cloak of invisibility crafted by dark elves, etc. I expect most basic pieces of gear (ie banded armor) to be crafted from readily available materials commonly found in or near "safe" areas and players to have armories/stockpiles full of these to replace what they lose from dying, with better stuff (mithril armor, magic weapons,e tc) being crafted by materials in less safe and unsafe territories controlled by players.