The game was designed by choice to appeal to an extremely narrow group from an already small niche of mmorpgs.
Like a huge chunk of players who are super into this game are passing on it due to a few "interesting" design choices.
As far as appeal to the normal crowd of gamers, that appeal is close to 0% just based on the dated look and "unity asset store" look of the game. The rest will nope out looking at the combat.
There is nothing wrong with any of this, however, the strangest thing about this whole game isnt the narrow range of appeal, its that the game is built for group play and only group play. Its like they didnt connect the dots on appealing to a super tiny group of people and also making a game that needs a lot of players to be viable to enjoy. Usually a game like this will be designed for low population and solo play.
Even if they added a compass, and magic classes, and better combat, likely there would be a low enough pop to complain about difficulty finding groups....especially for any new player that might jump in and would likely have to solo grind to get up to the level where parties are actually happening.
IMO if they want to retain the hard stance on features, they should add more features that deal with the reality of how people will likely play this game, I was here for launch week and even during that time when everyone was about the same level, very few dungeon parties seemed to happen. Even towards last week, people preferred to farm bunnies than a dungeon due to how much of a pain it is to replace someone who needs to leave.
I think the one saving grace of this game right now is that its so under the radar that it can afford to get better and appeal to a larger crowd. Some of these indy games get a lot of attention at the start and the start of the game is underdeveloped and it sort of ruins its chances.
My only advice would be: If you intend to make a game that appeals to Everquest players, try to make one that will appeal to ALL the everquest players, not just a tiny group of people who thought P1999 was too soft...or even just the people who enjoy P1999, thats a tiny crowd. Youll need better party dynamics, more interesting races and classes, more varied biomes and locations with more varied and actually interesting to fight enemies (wildlife is so boring) ...and more progression systems to make just grinding interesting. Oh and if you want to not do raids, which was the source for a lot of motives to level a new character up, we need to think of some other "end goal" that would make someone with a max level character want to maybe roll a new character.