I disagree I prefer group play; I think a server is fun for the first couple of weeks until everyone branches of and solos.
We got so many servers that we could dedicate some to each taste, grp or solo. I suppose some pple put so much energy and acumen into playing that they outrun others level & item wise no matter how you set it up but I suspect bulk of 'runaways' have got to where they are because of grp play which IMO rapes any server. If you make it hard for grps, solo players don't stand a chance. Or at minimum these two modes of playing are hard to reconcile.
I am glad you are with me on the cave mob variety, cave complexity and that kind of stuff. I have also been toying with the idea of making mobs in subsequent cave floors harder and with that give a bit more exp. points and have slightly better drop rate and also more numerous spawns - and the floor before KR would be hardest and teleport wouldn't work there.
On the related note are the likes of connection paths where you can mix mobs from the two different locations, some kind of MagicCave (but without stupid access limits, also loved the idea of that secret path btw SW & ST.
If I was able to put together a server I would put in periodically as a patch some such 'path' or a secret valley addition that I'd give only hints how to get in, you'd have to explore nooks and crannies of province maps to find some secret opening (could be visible entrance someplace in clifs, or invisible teleport, or npc someplace, maybe put staircase (cave entrance) in one of those BProvince outbuildings (that building on the outcrop north of Border village (which never sees any action) plus those other buildings in the outback) whatever.
Of course such variety is only worth doing on a low to medium rate server because its lots of work and can be left behind in short time on a high rate server. That said I vote for mid rate but would play high rate servers too. Low rate only if lots of work was put in as per above wishes.