Posting this here first, as I think we can drill down to the heart of it clearer than the official boards.
I'll put out some semi-connected thoughts, and hope our community chimes in and illuminates (me at least):
My opinion is that abuse of some quests resulted in a sledgehammer solution of nuking all quest XP on progression servers (live too?).
Fire Beetle Eyes in Freeport
Bone Chips such as in Kaladim
were meant as newbie quests to get you a bit of coin/xp/armor and/or minor spell reward and faction. I don't have a problem with someone feeding 2000 of something to a quest NPC to get faction. The problem on progression was people permafarming newbie areas like Paineel to get stacks of fire beetle eyes to get XP. And yes. some of the people doing this farming appeared to be cheating to do it (so punish them with bans instead of taking all quest XP away).
Some quests aimed at level 1's were giving XP into the 20s and even reported into the 40s. Many of these things have been adjusted on a case-by-case basis over the years (spend an afternoon reading level 1-30 quests pre GoD). Red Wine in Neriak, Muffins to Pandos and such come to mind too.
I have no issue with a person taking the time to feed a quest to get to level 4 (with a level 1 quest item to obtain quest... I don't even care if this pushes someone to teen levels, 20+ is getting a bit extreme though). They have to be able to dial this in, as Crushbone shoulderpads were always worth more XP than belts, and both quests were better XP than bone chips or fire beetle eyes.
So to me, they should have just dialed back the XP on the specific quests. Fire beetle eyes in Freeport is faction and newbie spell... make it no xp. Add a quest turn in with a nodrop lore item from the newbie yard that gives nice XP @ level 4 if you really want to fix it to do all the original intentions of the quests.
Crushbone belts giving quest XP into the teens is not unbalancing, but cap the xp gain at level 10 if that is the new correct. The fact that I see Crushbone belts rotting says this was turned back too far.
Being able to hammer big stacks in the faction giving quests is the only thing that makes EQ faction (so archaic in design) less awful. And we know faction wasn't the issue because you can still do that in the current minimal quest xp settings. Quests were being obviously abused (causing zone disruption) for XP.
I would like harder quests that used to give a nod to XP for the time involved to do so again. If this means all big-stack quests get turned into no XP after level 5 so be it. That would be better than all quest XP being flattened.
My preference is all quests go back to the XP they were, but the specific abuse-tempting quests be modified to curb that abuse (like my fire beetle example where you do the big stacks for faction, the single lore drop for the XP at intended level).
Thoughts? What am I missing?