Only you you are not building a wonder of the world, get over yourself and accept criticism. It is also something you have nothing to do with. You just seem to like being butthurt and precious which is common for EQ emu devs.
Wait, am I dev or do I not have anything to do with it? Make up your mind.
There is worthless criticism and there is constructive criticism. Perhaps you should learn the difference. "You're working too slow!" is not helpful.
You clearly underestimate the work involved. EverQuest is probably the most difficult of all games ever made to recreate. Clients go back to the Windows 98 days long before Direct X 9; the game is about to release expansion number TWENTY THREE; the game has over 500 zones; the game has thousands of AAs that modify as sorts of mechanics; much of the content is no longer available to examine; etc.
To give you some idea of the work involved, I'll explain how I parse NPCs.
Min Max hits are the easy part. You merely take off all shielding gear and sit down to get the max hit, then try to pick out the min hit or calculate it from the rest of the data.
Max hp is also simple to get.
Innate proc chances require letting the NPC hit you hundreds of times and hitting ctrl-f and counting the number of hits (including kicks/bashes) and the number of procs. You'd be surprised how many NPCs have procs.
Attack speed requires allowing the NPC to hit you for something like 10+ minutes while ducking and then running a script on the log. Casting Turgur's and dividing by 4 results in a more accurate estimate. Slow mitigating NPCs require playing with some numbers in a spreadsheet to get the mitigation value. NPCs that cast spells require more log time because spell casting screws with the attack timer.
Stuff like resist values starts to get more involved. In order to calculate resist estimates, you have to cast hundreds or thousands of spells on the NPC-- the more you cast, the smaller the margin of error. This process takes something like 2-3 hours per NPC, or more if low margins of error are a concern (such as Mith Marr's magic resist) Now imagine needing to do this for every single NPC in the game.
NPC offense and mitigation estimates are even more involved. NPC offense estimates require tanking an NPC using a character with known mitigation AC, which is basically a level 65 warrior or level 100 characters because the AC softcap for other class/level combos are unknown, and carefully counting all the AC on every worn item because the UI doesn't tell you the sum. Then you have to remove enough armor to try and get the mitigation AC somewhere in the ballpark of the NPC's offense value, and then you have to tank the NPC for 3+ hours while you bot heals on it. Then you parse the DI distribution and crunch some numbers to spit out an estimate. Mitigation estimates are similarly involved. Raid bosses become more tedious as you have to find them up in the first place and hope you don't get KSed. Some Time gods have different ATK/AC values at different stages of their scripts. That took awhile.
Then there are the immunity checks and aggro radii to measure. Special attack chances (flurry, rampage). Aggro behavior. The non-statistics concerns are of course loot tables, spawn groups, spawn chances and path grids. Just trying to estimate a spawn a chance for a single rare can waste 30 minutes of my life.
On top of this, further research is required to try and figure out if the NPC has changed over the years, which generally requires digging through logs or at a minimum reading allakhazam.
Even just trying to find respawn timers for bosses can take a stupid amount of time because that info is very hard to find if it's even available anywhere. Contradictory claims abound. Sony changed them all so Live is useless.
Perhaps you can start to see how recreating NPCs for emus takes far more work than Sony put it to make them.