This is all my opinion of course. I am quite willing to discuss and be proven wrong.
I don't know about all you other DDO vets out there, but I am a problem when it comes to new players. Sometimes I'm fine and take things slow when I start a new character. I find groups and help out or lead the way. But more often than not I'm blasting through Waterworks, Info is Key, and Bonebite Hideout 3-5 times at warp speed because I simply have no patience for the low level grind. I don't want to wait around for noobs to find their way around when I can simply solo it to the end. I could probably map out every harbor quest by memory and even have mob spawns in there. (and before you start thinking I should play quests I'm not familiar with I must tell you that I'm familiar with all of them, thanks to the favor system)
The following are things I believe I need to change my horrible ways:
1. Randomized Dungeons
Dungeons don't have to be totally random of course. Start with traps and maybe mob spawns and go from there. Any amount of randomization would be helpful.
2. Experience Rewards
I have no idea how the xp rewards were figured out in the first place, but I can tell you the only thing that matters to a player bent on leveling their character; and that's time to completion. The devs need to figure out a formula for xp that can by applied to quests that's based strictly on par time to completion and then modified by difficulty.
For example: (5000xp/hour)*(0.5+0.1*X) = xp recieved
where X is based of difficulty ranging from 0 to 10
This is just an example so please don't critique my formula. The point is xp needs to be normalized so I'm getting more or less the same amount of xp no matter what quests I do. The best way to earn good xp should be to assemble a good group that can handle quests of higher level and capitalize on the n/h/e first-time bonuses and level disparity bonuses/penalties. REWARD me for doing lots of different quests.
3. Broken Characters
This is something being addressed in the next mod but I'd figure I'd at least mention it. Glad to see it being addressed.
4. Favor
I like the idea of the favor system. I *think* the goal was to reward playing through all the quests, not just the ones with the best rewards/xp. That's probably true, but it does a horrible job of making it fun. All it really does is make a huge list of chores for all my high level toons.
I try to knock out elite stuff as much as I can while leveling, but there are two roadblocks to doing that. The first being that hard and elite cannot be chosen without first having done at least the previous difficulty. If my group is capable of doing elite then why waste my time with normal and hard or having someone log in an alt to open elite? The second problem is that some enemies scale up way too much in elite. Those enemies mostly being vermin. I don't know what the deal is with scorpions and spiders on elite but they're insane. The hardest part of elite tangleroot by FAR are those 2 brown spider princes. I almost didn't want to bring that up because I really like that elite is as hard as it is. Elite should be doable by a group who is the same level as the (elite increased) quest assuming they are skilled and very well geared out. I feel that is already the case for most elite quests, but sometimes there are mobs that simply cannot be dealt with in a reasonable manner simply because the numbers achievable at that level aren't high enough.
I should be able to level up to 16 with mostly elite quests if my group and I are very good and have great gear.