I agree with all of this. WoW made clunky things simpler, ugly things pretty, and was more approachable in general. Biggest improvement was probably combat, particularly for melee. Drawbacks were less resource management -> less planning, and less danger stemming from a weak death penalty that made failure unimportant, and success less rewarding.
Forgive me, but EQ had a little death penalty in the vast majority of the cases. Usually the biggest loss was 4% experience, which you got back in a matter of minutes. Recovering corpses was hard in the first few levels, if no high level was around, but in several years I was forced to call a necro a handful of times (because sometimes it was just faster to get a necro there than do anything else). Resource management was unexistant in EQ, except for healers (read: clerics), but even there it was very binary: either they could sustain the CH chain or they couldn't. I coordinated my healing group for the whole Luclin+PoP era and thanks to mage rods, necros, bards and enchanters, plus the abundance of flowing thought items, mana stopped being a problem early on. If I remember correctly, to find mana drained healers, you have to go back at the very least to Kunark era.
This is where the games differed, and in my personal preference, WoW for the worse. The social aspect was part of the challenge and sort of the original intent of the role playing game itself. Having to interact with people and the uncertainty of where each play session would lead and whether you'd be able to actually win (clear a dungeon, defeat a boss, get a drop etc) was important. It was up to you to maintain your reputation, as well as form relationships with other reliable, skilled players. Much like real life, you could only prepare yourself, but success was not guaranteed. It was those "inconveniences" that made the game less predictable and linear.
I made good and lasting friendships in both games, it just happened that during combat WoW allowed little typing, so it was less "social" in groups, but thankfully they had guilds and public chat channels. The issue in WoW was generational: younger kids for a reason or another, sometimes just left the place and I was already too old to give a fuck. More often than not we ran out, used our pocket warlock and summoned whoever wanted to replace the bad behaving kid. In EQ it was complicated to leave a dungeon: you could lose the camp, you had to reclear if no one else was around, etc.
This goes to the discussion about Quality of Life features and instances vs open places. It's better if we don't beat this horse again, we ground even the bones of the poor bastard.
In WoW, victory was basically assured. Content was always available. If someone left the party, the game automatically provides replacements. If it was too hard, you change the mode. Everyone is entitled to see and do everything; no more mystery, no more exclusivity. This was less the case early on, but by the end of the first expansion, everyone became a winner. Just buying an expansion also leveled the playing field, trivializing all past achievements. That's a problem.
In WoW nothing was ever assured, let alone victory. If you had a good group, you just didn't die, which was the exact same thing that was happening years earlier in EQ. Raids were extremely exclusive from Vanilla onwards, only a small portion of the population got to play in them. I'm one of those bastards that didn't even step inside original Naxxramas, mainly because I didn't spend so much time playing to keep up with hardcore guilds, secondarily because it required a fuckton of efforts outside of the simple raiding act, that my "I don't give a fuck factor" skyrocketed quickly.
The dungeon finder and auto replacing of members, happened during WotLK, the game was 5+ years old by then and it reached an all time high population. It was convenient and still is. The raid finder happened at the end of Cataclysm, the last raid if I recall correctly, we're talking about November 2011, basically a bone tossed to all those players that wanted to see the content, but couldn't or wouldn't commit to a raiding guild.
LFR or looking for raid became braindead easy in Draenor, while in Cata and Pandaria, unless overgeared, it presented an environment where the correct interaction was *required*, but it was not difficult for the average raider (which was not the target audience anyway).
I agree, what WoW did was high quality, but they left off important mmorpg elements. EQ was heavy on the social side, and by the time WoW rolled around, the flaws in the "game" side became more apparent. The goal therefore with Pantheon should be to balance it out, not be reducing the social aspect, but by bringing the combat and other gameplay up to par.
You are either playing correctly or chatting. There is no other option if your combat is on a WoW pace (hell, even a FFXIV pace is fast enough to not let people type much).
Forgotten is an overstatement. There's still a lot of people out there clamoring for a proper successor.
Define a lot. If it's 50k, I'm not sure the game will be top quality, it would cost too much, if it's 500k, you must find them everywhere, most people I talked to, don't even know EQ xist, let alone wish for a successor. You are victim of these boards, where everyone knows it, but it's hardly the truth outside in the gaming space.
There's always going to be a difference of opinion between players who just want to play an online fantasy game, and those who want to engage in a virtual world with steeper time requirements, more interaction, and a greater sense of achievement. The latter will never rival the numbers of the casual fans who are satisfied with MMO lobby games, but I believe there are more than enough to make a well executed traditional mmorpg successful.
What EQ did best, was in my opinion, to offer baffling ways to save the day, there was no rez limit, no enrage timer, what was possible in EQ has never been possible in WoW and that I kinda miss. I remember a bard kiting Agnarr in PoP because we had fully wiped, except him and a necro who did a well timed FD in a corner. The necro ressed a cleric and slowly the raid stood back up, then started picking the adds from the bard train and finally the boss himself. It was a great moment. In WoW something always prevented this, also it was usually just faster to reset and restart.