Suggestions from over half a year ago:
1) The newbie zone... it's so frustrating and confusing. No offense to Cyric I love all his other zones, but I'm afraid this one doesn't quite meet its goal... It's filled with single file rooms, teleport rooms, and all the rooms look alike with. Newbies should have a colorful little town full of mobs that talk, have quests, etcetera - things which draw them into the game. A maze of one-way tunnels is bad

2) Easier xp tables up to lvl 10... I realize that getting to level 50 should take a long time indeed, but we can always make xp after lvl 20 a bit harder. For a decked alt it's easy to level, but with no eq, no knowledge of where to go and no friends it's really hard. At level 1-5 a player is either going to be hooked and stay or turned off and leave. If a single > of xp takes an hour, which I've had several people complain about on NHC, I think they'll leave rather than stay. I don't think it hurts anyone if we make it a bit easier at the first levels - once they are hooked, we can always make the later levels harder

3) Mobs < lvl 10 shouldn't heal. As it is now, a lot of times a lowbie has to flee because he can't kill the mob in one run. When he gets back it's usually fully healed, which is a real downer. This applies especially to caster newbies, who have an even harder time than warrior classes because they have to remem all the time.
4) To go into the caster classes a more, perhaps raise low level spell damage, or add a multiplier if the player is < lvl 10 (so higher levels don't get this bonus too)? Currently players level 1-5 only have 1 magic missile/whatever, and this doesn't do much damage. Combine this with having to remem, and the mob is usually back at perfect condition.
Also, maybe the healing on lower level clerical spells can be increased? I'm not sure if this has been done already, but a while ago it was so that a cure light only did around 5hp of healing and serious around 20, which was negatable compared to the time it took to mem. Tanks (even non-trolls) could heal faster from their regeneration in the time it took to mem the low heal spells

5) Perhaps a bonus xp for grouping < lvl 15 ? Right now everyone's alt just races to 20 solo without grouping newbies, because there is no need to. Newbies are left in the cold. When everyone was starting out after the wipe, it was easy to get groups because everyone was low. Now however there are usually few people their level on and it's hard to kill stuff alone... If grouping under level 20 or 25 gave you 125% or even more xp, people would surely group.
6) Lower death xp loss for levels 1-5 or something. This is when people have no idea how combat works, what to kill, where to go and everything else. They will die from wandering in the wrong places, attacking the wrong mobs, not knowing what to do and a lot more.
7) If at all possible, remove death permanent hitpoint loss for levels 1-10? See 6) on why this hurts newbies

8) I like the idea of shops selling more than just a handful of 2ac leather items... my first character was an antipaladin in Bloodstone and I really loved the shops there. They are filled with a lot of items, and I was really looking forward to having the money to buy them someday! It gave me a goal.
Perhaps stores can 'save' things that people sell to them as a boot progresses. If you come to a store after 20 hours of uptime, there are a lot of nice things listed. However, when the mud crashes or reboots, these are all gone. Maybe they can be saved? And a limit of 20 or 30 items, so it doesn't get flooded? If more items are sold, the bottom ones could just be 'popped' off the stack and everything moves down one spot on the list.
9) It would be nice if the guildmasters talked, more specifically if they gave some hints on newbie stuff. For example, the guildmasters in WD could mention that the faerie village or sedawi village east of town is a good training ground, but that the gnolls south of there are dangerous. Or they could mention that another pupil of theirs was not seen again after going to the Waterdeep Cemetary, and that a brave adventurer is needed to go take a look. Stuff that involves newbies, draws them into the game

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