So its time I start contributing again.....
Player Advancement, how do we keep them coming back for more like a good drug? I've played pretty much every MMORPG in the last 6 years so I can tell you exactly what I do and do not like. Let's break this down into phases:
Character Creation - Users should be able to create a highly customizable character (facial features, attitude, etc) and not have to worry about messing up with bad stats. Everquest had this problem, where if you picked to put all your points into Intelligence as a fighter you were boned for quite some time. Abilities should not very too much other then by race. No class choices at creation.
First Days - The first time that User logins in with their new character they should be greeted and offered a tutorial dependant on their race. Characters should follow the tutoiral to get a basic understanding of the mission system, communicating, fighting, travel, ship systems, etc. A little taste of everything. This tutorial and initial system should be downloadable and free...hook the players here, get them wanting more. It would be important to make them feel involved in the story and want to purchase the game.
First Week - Characters should start interacting with other people, NPCs and start deciding on skills, classes, etc..some kind of a goal for their character. We should never lock them in to just one though. With Eve Online I could switch with time to any other role I wanted (from fighter to trader to miner to industrial).
First Month - Characters might have a list of friends that they've been in contact with and share similar ideals with. A corporate, group,etc is formed, this bond is often the most important in an MMORPG.
First Year - Character is well established in the story line, player world, and so forth. He has reach a lot of goals and also set new ones at the same time. The user has become very attached to his character and would no cherish starting over.