@a_skeleton_03 the group/quest stuff that are somewhat interesting for some of the future expansions:
Kunark
-Epic 1.0
-Chardok Regal Band / SWC Quest chain
Velious
-Dain Ring Chain
-Coldain Prayer Shawl
Luclin
-Sigil Earring (although killing Seru is a raid thing, most of the quest is solo/group affair)
PoP
-Aid Grimel
-Binden Concerrentia (kind of a niche use but can be nice to have, uses up less bag space than gate potions)
LDoN
-Max out Adventurer's Stone - Both requires and causes autism
GoD
-Breakdown in Communication -- very annoying to get done once your guild moves out of GoD
OoW
-Epic 1.5/2.0 - while require raiding for a lot of them, most have significant solo/group portions
-The 6 MPG Group Trials aren't part of progression but raise your resist cap by 30 points forever
DoN
-Most guilds will funnel all progression through a "push group" so you can finish the expansion in day 1, but if your char isn't one of the 5ish people in that group you won't have your personal faction completed or have the AAs. Completing the full Dark Reign or Norrath's Keeper progression gives you 5 special AAs that are nice to have forever.
DoDH
-"The Depths of Darkhollow" quest chain, involves completing a series of group missions in every zone of the expansion, reward is an evolving mask item, that gives you a permanent item AA that buffs resists by 50 points. Each of the 5 branches of the chain give you a school-specific resist clicky as well (nice for loading up on clicky junk buff items.)
-Slipgear Charm Aug - Not an amazing aug, but you get it for completing exploration tasks in DoDH, and depending on how lazy you've been in prior expansions you may not have any charm slot augments at all so it's useful for that, good for boxes too.
-Totem of the Wurines - Not a quest but a rare drop from farmable group missions, Divine Barrier clicky that gives any class a DB cast on a long cooldown
-Feral Guardian Channeler - Another Divine Barrier clicky, also farmed from a group mission
-Earring of Dimunitiveness - 0.3s cast shrink item, useful forever
-Mask of Vanishing - Clickable invis item ALL/ALL, farmed from group missions
PoR
-Tradeskill trophies should go in w/PoR if that's your thing
TSS
-TSS Charm of Lore - crazy long quest that gives you a charm that gets upgraded with progression, requires completing almost all the solo/group/raid tasks of TSS to max out the charm
-Familiars for non-Wizards, unlocked via quests (Direwolf Totem of Spirit / Direwolf Totem of Battle)
TBS
-Spectre Illusion Mask - available as part of a long quest out of "Jewel of Atiiki" which is a zone off of Katta Castrum, involves an infamous in-game puzzle near the end
-Jonas Dagmire's Skeletal Hand - A very long series of tasks to complete this group-tier hands slot aug, it's never been really worth the time/effort for raiders; but it's a sort of "EQ Completionists" check list thing because it takes a long time to grind out and most people will never do it.
SoF
-Blessed Celestine Faycite - HP/heroic aug, 10ish quests, solo/group.
-Cursed Obsidian Faycite - AC/heroic aug, same as previous, except a bit better on stats.
-Orc Illusion Mask - 25ish solo quests, most of them on the easier side.
-Ancient Faycite Bone Circum - Clicky rune that can be used every 45 min or so and is surprisingly useful due to all of the buffs it provides (resists, mana, HP, etc). On tanks it'll get knocked off quickly, but it also absorbs 3000 damage in the process so why not? It's a long quest but it's pretty much a viable buff forever afaik. The quest involves a ton of group missions and two 12-person raids (that flag everyone for it).
SoD
-Timeshear - Long convoluted quest chain that results in a 20hr reuse clicky that will restore most/all of your HP/Mana/Endurance whenever it's clicked.
-Bayle's Heraldic Crest (Part of overarching Timeshear quest) - There are a bunch of quest chains in SoD that give good-to-mediocre rewards on the way to getting the big reward (Timeshear, which isn't useful TBH). This AC aug is probably the best single reward aug, esp for tanks (takes the longest to get outdated, important here), is debatably the quickest to obtain of all of them, and is a super-solid shield aug for the era. Worth doing this.
Underfoot
-Coldain Shawl 2.0 - This extremely long chain (continues on from the earlier shawl) involves a ton of individual and raid work to complete. The biggest payoff of all is if you complete Shawl 2.0, several expansions later you can turn the shawl into an augmentation that is actually still used at max level on live servers.
VoA
-I believe this is when the "Hero's Journey" goes active. It's a weird thing they came up with to provide players a highly "guided" experience to go level 1-85. The thought was if you followed the instructions in the Hero's Journey Tome, you'd end up at level 85, with okay gear and etc. It starts at level 1 in TSS starting area (Crescent Reach) and finishes by finishing all the group progression in Seeds of Destruction (level 85.) It's arguably one of the longest achievements/endeavors out there in any MMO. Rewards are nothing special.
RoF (Post-VoA)
-"Epic 3.0" - Haven't done much with RoF but I know that if you do the mission chains in every zone (around 30 missions total, similar to "Depths of Darkhollow"), you get a class-specific weapon with a particle effect that's better than any other weapon you can get up to that point. The cool thing is that it's nearly all group content, with only the last part being a raid drop (and not a particularly uncommon one either).
If you're a true completionist and want to do the Artisan's Prize very near the end of Selo (Broken Mirror expansion), it's worthwhile to do Aid Grimel now since that's part of completing the prize. I've never done the AP because it requires really high level tradeskilling at near-max level on live, and I'm not about that life, but a lot of people like to do it:
The Artisan's Prize