I liked the newbie island concept as well. I thought it was a great idea for new people to the game. In EQ1, you fired up and had to make Class / Race decisions before stepping foot in the world and knew fuck all what those choices really meant until weeks, if not months worth of levels down the road to get a feel for the class. EQ2 had the idea that you were all noobies stuck on The Island of Refuge. You were not good, nor evil and had general abilities from each base archetype. Soon, you selected which archetype you wanted to play (Fighter, Priest, Scout, Caster). By the time you were ready to leave the island, you were given a chance to speak with 2 difference NPCs, each vying for you to follow their good (Qeynos) or evil (Freeport) paths.
From there, you were put into your distinct racial district of each city and given further work to progress on your archetype. For the sake of this discussion, we will assume you picked a Fighter class. You are sent to do tasks that use the skills of different Fighter classes, ie: Warrior / Monk as well as exploring the city noob xp zones and gaining a few levels. After you got a feel for those, you were made to choose your Class. Lets say we pick Warrior.
The final part of the task was fleshing out which final Warrior class you liked. Your tasks involved Guardian and Berserker skills and gaining final city tasks / levels. By level 20 you were made to pick your final Sub-Class choice, at which you would pick between Guardian or Berserker and be set free outside the city gates into Norrath.
Same was the case for all the classes. Base > Archteype > Class > Sub-Class, all along the way giving you a feel for each. For whatever reason they scrapped this whole system and made it so you pick your class at level 1 and dumped the island altogether.