This was only ever acceptable because the pre-levelcap content could be rewarding. I doubt we'll ever see that again. No modern MMORPG will be designed so that items you get at level 30 can be highly useful (or utterly crucial, as they often were in EQ) at the maximum level. Without this, there's not much point or entertainment in the leveling process because nothing you do there matters.
The lack of appreciation for the "journey" in modern MMORPG-players isn'tjustbecause they've become witless, uncultured plebs, it's mainly because these modern games really have almost nothing worth seeing along the way. If everything you do throughout 1-49 becomes completely irrelevant the moment you hit 50, why spend any more time there than absolutely necessary?
Everquest had important quest items like jboots and flux staff, it had gear you could get in your mid-levels that would be the best until literally endgame raid gear, it had stuff you could farm and make considerable wealth off of, and it had quests for spells and, situationally, faction. Without any of this, would it really have beenthatinteresting to be level 30 aside from the fact that the whole MMORPG genre was new and amazing?
Don't expect to see beefy grinds in modern games. In order to function, it requires something that the industry has left behind and won't likely go back to again. Can't say I really miss grinding entire consecutive days for one level, anyway.