Most of what I was going to say has been said. I do want to say this comes off as areas of improvement and hopefully is taken as it is meant which is as constructive. This is all also in consideration of the server having a temporary and short lifespan, while my opinion on a lot of these topics would change if it was not such a temporary/short lived server. I joined a little bit late, but in general I had a good time and think this is a good idea and good first public implementation and want to say thanks for giving some of that old time feels again.
XP:
XP rate was horrible outside of the anniversary even with a noble citizen account. I could not see myself playing a season again without either a buff to this or a lot of improvements/increases to a character's power level. With no enchants, weak gear, limited party size and limited build points I imagine the characters are no where near the power level most are accustomed to as they felt super weak to me and I have basically been gone for 20 years so the Realm is still pretty fresh again for me. However, I remember hold/mass hold being a huge part of leveling back in the Sierra days but that was not brought back to any of its old glory for the EA server as myst is so bad on both EA and FF right now.
Loot:
The boxes may as well have not even existed. I hope more dropped, but in three weeks I was only made aware of one single box dropping.
I really liked the randomization, but the ranges between tiers were too overlapping. A yellow 2h Enchanted Mythril weapon vs yellow 2h Obsidian sword - the Obs had 5 extra top end damage, weighed more, and cost about 3-4x to repair. This sort of situation was common so even when you did find an increased tier it was too common to not want to use it as the tradeoff was not worth it.. I think having weapons overlap in the top and bottom 20% of ranges would make more sense, then increase rarity reduces weight for yellow, then red/purple have a chance at extra enchants would be a cool way to go to make them worth it.
Also, repair bills felt too high. I liked the insurance costs as if I died I am okay with a good sized penalt, but repair bills on top of everything else felt too much for times when I was not doing things wrong. Maybe drop those about 20%.
Hybrid gear was really underwhelming. Made more sense for a wizzie to just skip hybrid and go pure mana to have enough mana to kill things then pump up HP with pure hp gear.
Top end named gear was really good, just tough to break into when joining late. Good thing the community here is great!
Mana regen:
Either allow for a percentage to regen during battle or in the post-battle screen, or refill mana to 50%-75% or so when leaving combat if your mana was lower than this. Wizzies had a tough go in a lot of areas, this would help a good bit.
Spells/skills:
I liked having master/gm be drop only. Though, I swear Great Shield's drop rate was broken though. I came across one copy in about three weeks, that's it. Every other Thaum spellbook I had copies and copies and copies, just not for Greater Shield. Maybe I was told wrong and it's not good align characters (nymph/faery/sylvan namely) that drop them, but it took about 8 hours or so of farming nymph/faery/sylvan before I found one and that was the only one I found. So, hope I was told wrong, but please look into that one for the next server :)
If someone specs into Elem/Necro and cast the weapon buffs (venom for example) these need to work. BP are precious on this server, so spending some to get the spells for personal increase/buffs should be allowed, especially since you also need to get some meditation skill with the mana regen mechanic which results in a lot of non-core skills being invested in all for nothing. I don't think they should be able to be casted on the weapon, but think maybe if you could case F/I/V/E on oneself and have it like shift with say 100 or 200 charges per cast. Really would have made a throwing thief kind of keep up with an ASGW if the thief could use those weapon buffs.
This ties to loot as well, but bring back crafting, old school crafting, with Beral having the mats. Let people craft up to Obsidian with randomized loot and a chance at being enchanted. Keep adamantium as drop only (or don't and let us craft that too?).
Classes:
Wars were definitely king this round. The biggest challenge I had was around an 80% miss rate against furies/bloody mary. Wish i was exaggerating that but I ended up parsing and found this to be true.
Wizzies had a rough go. Not enough damage compared to the mana pool and mana costs. Myst is horrible on both servers, but on EA it would have been nice to have the myst resistance removed on mobs at least, especially considering the cost.
Thief was strong early and felt weaker after around level 65ish. best throwing weapon I found was a stinger though, never could find or even hear of an enchanted one so that could be where my opinion comes in.
Adv existed, or so I'm told…. Really, limited BP and poor gear optimization did not seem to help Adv at all so it felt pointless to make one.
PVP:
I hear it existed. Felt like trying to focus/force people into PVP was a wasted effort though. I joined a little bit late, and as a result there was only one time I got jumped. This was by some dudes that looked pretty geared while I was still new so just fled and didn't get bothered by anyone else at any other point. The only other PVP notification I saw was someone killed themselves., which was pretty funny.
Silvers:
Minor thing but it would be cool to have silvers be web account pooled instead of single game account. Having around 100-140 silvers on a few accounts that I can't spend now.