Everquest started out as a very, very simple game. You found people, you killed shit, you got loot. If it wasn't loot you can use, you tried to trade it for something you want. But Everquest has had what, 18 expansions? It's an old, bloated game with so much shit piled on top of it that if you ever stopped playing at any point, picking it back up again is nearly impossible. There's what, four different UIs for entering an instance? Thousands of AA, hundreds of (empty) zones, dozens of stats on items when most have been capped for a decade, piles of systems that were introduced in an expansion and then never used again, etc. Some EMUs are about preserving that pristine classic experience, flaws and all, but others are simply about a return to simplicity while also fixing some things.
But what I wanted to get to was the bit about boxing vs LFG. In the early days of EQ, there were a limited number of zones for any given level range, and you just went there and grouped up with whoever happened to be around and then you squatted in one place and grinded mobs. If you want a specific piece of loot, things got more complicated - now you needed to put together a group that was willing to camp for that item, vs simply a group that was looking to get XP. But then EQ started adding things like missions, and augments, and loot tiers, and nearly everything became No Drop. Now you need to find a group that is willing to do mission 3 of a 5 mission series that requires you to first complete a different set of missions to unlock the zone that the missions you need are in. And with the mountains of items scattered everywhere you have people off class X wanting to camp this rare and people of class Y wanting to camp that one and people of class Z wanting to camp a different zone and they are each trying to LFG for that specific thing. So you help one person for hours and hours and then another person for hours on end all in the hope that those people will then be willing to go do the thing you want to do. And exactly how long do you have to play that you can help all of these people instead of helping yourself? So you just say fuck all that and give up on grouping entirely, which is what most have done. Adding complexity has killed grouping.
So what EMUs bring is simplicity. There isn't much gear to camp, you can trade most of it, and for the most part you can just jump in a group and starting grinding wherever. You don't have to worry about missions or access quests or making a spreadsheet to figure out what order to buy the hundreds of goddamn AAs in. And loot actually has an impact beyond AC/HP/MANA and you don't have 40 hotkeys or bags full of click buffs and you don't need a checklist to track what missions you need and so on.
What EQ has done over time is effectively shot itself in the head. Its most unique feature is its near total reliance on playing with others. But then it went and made actually playing with others A TOTAL PAIN IN THE ASS. For the last 15 years EQ should have focused on improving the entire process of getting players together and keeping the game simple. Instead everything it has done has done the opposite. You've made a game where playing with others is downright obnoxious yet still also required. People come up with absurd things to blame like instancing and POP teleports and so on when none of that has a damn thing to do with the fact that the game gives players goals that conflict with one another rather than compliment. Six people in a group and all six will have different goals that take them to different places.
The most fundamental problem with EQ has never changed from day 1: Other players are your ENEMY. They take your loot, they take your XP, they waste your time. You put up with this in the hope that they will return the favor - and over time you run into enough shitheads that you realize you are wasting your time more often than not. And this has only gotten worse with time, and EMUs don't fix the problem, but they do rewind EQ to a time where it was less of a problem.