Vydaera Caught the majority Player Concerns
Changing Level Caps on quests to not bar high level help.
Some more areas with a bit of flavor text
Personally, I say that we should allow people to have 2-3 monster characters/DM characters if for no other reason than to allow people to have off-characters that are evil to help mature evil characters. Sullivans is practically abandoned because Evil characters can't get anyone to help them quest, so they either leave or remake into a good character in order to progress.
Raen has some rather good ideas towards a restructuring of the XP system. Allowing for players to help with low leveled quests without absolutely stomping, while also barring power leveling low leveled chaps. What with the current state of grind necessary to reach levels where you can effectively help with the threats of Hadrian, I'd say a restructure to the XP is welcome by most.
Magic item diversity is rather scarce. While It's absolutely fantastic to have meaningful magic items with a bit of lore attached and a reason for existing, there is a consequence to this. Non-casting classes are completely incapable of leveling without some form of magical assistance, beit a pocket mage/cleric, egregious use of purchasable potions, aggregious use of AI exploitation such as "pulling", "transition despawning", or "disconnect safety net". While true that this is "an age of magic" we shouldn't bar people from playing monks or warriors, they need a bit of lovin, Nothing major, perhapse a few more great magic items for monks, warriors, and every other class that needs a bit of loving. Add them to the drop pool, merhcant pool, etc, allowing them to flow into circulation naturaly, perpetualy being created and accessible to new players rather than getting stuck within the inventories of high leveled badasses. Infact, I'm certain players would love to write flavor text for magical items, or suggest new magical items to be added to existing quests, Even make a whole sub-forum to talk of new magical item ideas, wether they'd be balanced or broken, which classes need more magical items, etc..
The Dms a fantastic and custom crafting system that is above and beyond, and to be frank, it's rather satisfying to progress through up till a point, but there's also allot of dead zones that need to be finished and "absolute grinds" that need a bit of a rework.
Scribing
Scribing has no flavor text as it stands, leaving people in the dark as to how to progress in it. Nobody knows the recipes for inks and from what Raul mentioned a few months back, the necessary time investment is egregious if your planning to level the skill.
Personally, I would like to see scribing changed from a crafting task that lets you create scrolls of spells you know for free, and transition into a costly way to learn new spells. Imagine a crafting task that lets you gather plants from all about the server, finding mushrooms, ingots, alchemical essences, dusts, etc, all for the end-goal of learning new spells. It's directly rewarding an intrinsically hard to exploit. If this was the case though, I would rather have it not directly tied to a "percentage increasing skill" per-say, rather being locked by level, and the amount of materials you need to complete the spell, barred instead by your ranks in other skills.
Jewelry Crafting/Gem-cutting/Tumbling
Get rid of Gem-cutting allowing polished gems to be used in jewelry crafting, lower the tumbling times from 30seconds tottal to 15, and add an "autotumble" feature. While Gemcutting is a good step in theory, it ends up being the bottleneck to the whole process. On average, you're going to fail more tumbles than you succeed until your at high tumbling skill. This is normal, though the problem comes from the fact that this is also true for Gem-cutting AND Jewelry crafting after.
As an anecdote: imagine if after you make an exceptional quality helm, you had to take it to a "fitting station" to get make sure it fits right, where you'll fail 90% of the time until you grind it absolutely. And if the armor is not exceptional quality, you can't use it to level your "fitting" skill.
Smithing
Smithing is fine as is. It's rewarding but time consuming. I'd personally say diversify the ores available to each of the major cities. The recent change to add copper/gold/mithril to Hadrian Northern Farms is a breath of fresh air to my weary heart. Makes Meteors sorta a "wow, a huge cache of Mithril just appeared, I should look for it" rather than, "The only way to get Mithril has appeared, I should hire a search-party to go and find it before server reset"
Adamantine is a sought after side-grade that players are looking to acquire, both for RP creations and Crafting tasks. Consider implementing it in some manner.
Leather working
I'd say the amount of Smiths compared to leather workers is rather telling of some issue. Compared to smithing, Leather workers have to deal with quite allot of intermediary steps, including Alchemy in order to get the acids necessary for certain steps. I understand an adherence to realism, but perhaps we could change the amount of leather you get from this whole process to something more worthwhile for the effort. Like say, you skin a hide of a dear, and after all the processes depending on your skill, you can get 6-28 usable leather bits for your leathers.
I'd also recommend lowering the skill cap necessary to skin tougher hides, as it is currently leading to high level characters scrounging around for pests and wolves in order to progress.
Gold Panning
Gold panning needs a rework. I'd say move the gold spots to harder to reach places and give a monetary incentive to finding gold.
Bit of a side note, If you wanted some additional man-power, many players have fantastic ideas for quests, level designs, etc. but lack the knowledge necessary to really help in any meaningful way. If you've the time, I'd recommend creating a handful of tutorial videos talking about how you guys create maps, how the crafting system is coded, and how the custom haks of Netheril are created. I for one would love to assist, I'm just not familiar with the tools necessary.