A completely free player can still lead to revinue due to his or her friends learning about the game.In the past the frequent retort from Turbine on things like this was that the change was being driven by analysis of EXIT surveys from those players who decided to leave the game. At some level, they can presume that everyone still in the game is at least happy enough with what they have to stay around. Those who are leaving, why? If it could be fixed (whatever cause was being cited) then perhaps those customers could be enticed to have stayed with the game.
We are not privy to either the results of those surveys or the volume of them. I do hope they factor in the "econmic value" of the opinion that is leaving. The lost revenue of a VIP, Premium or freeloader, is very different. VIP is a constant revenue stream that can serve as a baseline. Premium provides spurts of income as play and demand (and new things) come into the game. Make nothing new, and the revenue from the Premium portion of the player base will dwindle a lot (but new stuff carries development cost.) The income levels to Turbine would be most sensitive in this area, so to keep that revenue stream up, you need to keep new stuff flowing (which helps to retain VIP's as well.) A freeloader is just a potential revenue source, but unless they have actually morphed into a Premium grade account, they are still a net 0 on the bottom line (and perhaps a net -x due to server loads, etc...)
Game mechanic changes like Grazing hits, were purported to be the result of too many exiting players complaining about how hard it was to hit monsters in the game. What many long time players suspect, is that the actual to hit numbers were fine, but that what many new players were experiencing were a combination of factors. Not being close enough to the target to hit with your weapon (depending on how you have your game set up, it can be easy to misjudge how close (or not) you really are.) It could have been running behind a mob and missing (client/server lag and true position offset so that while it looks like you are close enough, the server figures the mob is really another half step ahead of you and you whiff.) Not using suitable facing so the 120 arc infront of you is not used. I have seen new players swing away madly, and continually miss....the mobs attacking them from behind. Not sure how other games work it, but facing is really important in DDO. All those things were probably as big if not bigger source of missing than just not having enough attack bonus.
That made it confusing to many vets? Missing? How are you missing? Then we hear the tales of the low strength wizard swinging the greataxe and having trouble. It seems clear then that many players never look at any of the details of how the game or ruleset even works, and just want a toon to mash mobs with. So we get grazing hits, so even the most borked build can manage to hit/hurt no matter how slightly any mob in the game at least a high percentage of the time.
So I suspect, they were getting a lot of exit complaints about how the quests were too hard...too hard for the those who also had the issues above...