Yeah. Wouldn't even have to change much. Start at level 40 again, but in classic. Raise it to 50 for Kunark, keep it there until PoP which goes to 55.
Assuming experimental tlp's for their own sake are not the answer, starting at 40 has very little nostalgia appeal. Give people a speed classic-PoP experience with loot bottlenecks greatly eased. It will be fun for the avg gamer, b/c every few days will be some accomplishment. Then, at PoP, dial back to a normal expansion schedule and loot/exp access.
I'm suggesting people only have 4-6 months of energy in them. Standard tlp schedule satisfies that by PoP. You have to "excite" the players up to (say) PoP, not by simply dropping them at expansion X at level Y. So many people enjoy the character building part of the game. Being given Ding! chips is not the rush they will enjoy. Eliminating 1-30 wastes a journey of major mnemonic added-value of this IP.
Therefore if later expansions are something DPG wants to see people enjoy, heavily front launch them with enticing versions of "speed run" original-release TLP's, that take maybe 2 months to get to PoP. Everyone is fat and happy and not bored yet.
My contention is, DPG should be able to push the tlp "drop off expansion" back
once each iteration of this model thus lengthening the IP profit tail and opening up new opportunities to monetize or create access/other TLP's to post-PoP expansions.
If you could get the playerbase to go just one more expansion as the norm, that is some serious $$$ in the generic tlp model you just created. Instead of tricks, just give us a "Cocaine is a hell of a drug" 2 month classic-PoP, then keep us fluffed through PoP, and hope a fire catches. Because you want people to *need* that GoD. And you want this to become the norm.