I think that if I made my own without the first thing it might be interesting and there are some technical aspects that I haven’t touched that I would like to get better at.
The thing is 99% of the servers out there are gimmicky and I want a fairly classic style experience if I do this.
Just spitballing here.
Just take a weekend and give it a try. PEQ basically has 1-click installers now, so you could seriously have FQ live in under an hour

Having said that, building and installing the bits yourself will help you understand how it all fits together.
Definitely go linux, in case there was any question. And if you do it yourself, you get exactly as much corruption as you want
Also, imo, getting it "classic enough" is fairly simple. Going all vanilla eq purist would be more work, but I still can't see it being some herculean effort (maybe if you cross over from purist to autist...). To be fair, I never tried to go that route, although I think in many cases, making the game more forgiving/usable is harder than the opposite if you actually want to preserve the original design intent.
Not sure which technical bits you want to focus on or where you're starting from, but you could go anywhere from zero technical bits required to as far down the rabbit hole as you want to go. You may already be familiar, but in case not or in case it's useful to anyone else, here's a mini tech writeup of the rabbit hole.
- Once you're up and running, you can do a truly suprising amount content editing and creation with the in-game commands. It's clunky and convoluted as fuck, but it's possible.
- If you install the web db editor, you can do pretty much all of the basic creation and admin stuff almost as easily as running a forum, including most of the server rule/mechanic changes.
- If you can use a visual db editor, you can step that up quite a bit, and if you can sql a little, you can do even more (or at least do it faster).
- Quests/events/etc. and even some mechanics are perl/lua scripts, but you can edit/create them without really knowing anything about coding so long as you can copy/paste from other examples. Of course, the more you learn, the more you can do.
- With just the above, you could essentially make an entirely new/different game, aside from the graphics. You can add assets, remake zone geometry, etc., but that's a whole big ball of wonky that I never went near. It's probably the only technical bit that is so specific to EQ that the skills wouldn't really transfer anywhere else.
- Some behavior that you may want to change is hardcoded, and some things may not be reasonable to create with just scripting (although, with some creativity, you can do a LOT with it.) In that case, you'll need to crack open the source code and start making real changes, and that can take you as deep as you want to go.
- Note that the client is still the EQ binary, so make any client related changes, you'll need to go reverse engineering, and it's very hard do dig up any info due to previous legal threats making it forbidden to discuss in the normal emu spots. (I don't know any details, and I haven't tried to find out more, just my impression from a couple of "we don't talk about that here" responses.)
- Once you've started to move from tinkering to actually working on your server, you'll need to figure out version control and automated backups.
- If you want to take deving seriously and especially if you want to collaborate, you'll need some sort of change control with a dev/qa/production setup with deployment/patching/etc. (I think the problems that a lot of emu type projects run into is because this type of thing isn't really set up in the beginning, so any time they get someone to step in and help, they're essentially giving a new person the keys and trusting that they won't steal the car or drive it off a cliff. This is basically why I never let anyone help on VoG despite plenty of great people who were willing. I just never got around to setting up an infrastructure condusive to collaboration. )
- You could pump up the logging and dig in on the metrics/analytics side of things.
- If you want to focus on server things, there are endless places to take it. The server runs suprisingly well, but there are always optimizations that could be done. You could set up your own login server, creating your own web-based dev tools or player tools ala magelo which could be integrated into the forum etc. Do the docker/netes thing distributed over a few nodes/servers, etc.
- You MIGHT even be able to port it to a browser one day!

I think the real magic is that any of this works at all. The guys that put all this together and improved it over the years have really done an amazing job imo. We can bicker over the finer points of emuing, but the idea that you can just 1-click your way into a fully functional EQ is just incredible really. And for anyone who's ever wanted to go into the game industry, running your own server is about as close as you can get without making some pretty terrible life decisions lol. In fact, it's far better, since you get to be the one that runs the show.