I can agree with both your points, however you have to be careful not to remove character progression. Without "some" grind then we might as well all start maxed.

I think there is a middle ground, however.

Really I think the problem is when it starts to "feel" like a grind. Devs need to get more creative in building their basic system so that it promotes progression yet delivers it in a behind-the-scenes way that the player wont even notice enough to make them use macros. Then you can couple that with systems that don't allow for macroing and the fact that a fully developed character wont greatly over power a new character, it simply opens up more options for vets.

For instance a vet character shouldn't exactly do more damage than a noob, but they should have more styles and abilities and utility to survive in the world. It's incentive to progress, but it's not creating a power gap. I liked MOs philosophy that combat skills progress quickly (So you are PVP viable without grind), and the real "grind" comes in the form of being the best crafter, unlocking recipies or clothing options, character education, and honing a trade or making your niche in the world.

I like to think about it like this, if I punch you and a UFC fighter punches you. We'll both probably knock you out, but the UFC guy is going to look much better doing it, be less fatigued, and also know different styles of punches and probably hurt his hand less. However, the end result is fairly similar.



Also I think devs need to reinvent the wheel when it comes to resource harvesting.

I have alot of ideas about crafting too, but they are too scattered and vast to post here.