I never found accuracy a problem as much as endurance. I don't remember when they changed the way endurance was handled, but in later years I remember having lowbie characters run out of endurance half way through fighting a group with 2 minions and a Lieutenant and I always hated having to take a long break to rest seemingly between every encounter (again, on lowbies - I admit it, I'm an alt-o-holic).
Endurance was both a blessing and a curse. We need some sort of gating mechanism to keep us from spamming constantly, and recharge alone can't be it, because the only thing WORSE than having no endurance would be having plenty but having no attacks recharged. Ever fight an NPC who did massive -recharge and you know what I'm talking about. Still, the way lowbies would run out of endurance so quickly was just painful.
I still prefer it to "builders" like Champions Online uses. The idea is cool "lets give them an attack that they can use even when out of endurance, to refill" but since so many builders just felt like weak attacks, I felt like I was being FORCED to use my weaker attacks all the time just to keep my endurance up. It made my toon feel weaker, overall. I hated it.
The Secret World relies on counters and gating some powers behind having "resources" built by certain attacks. This was slightly better than Champions' version, since some of the resource builders were decent attacks, but it involved more micromanaging than I really wanted, and forced you in to very specific attack chains. Build, build, build, build, build, use big three resource consumer, build two more times, use big five resource consumer, start over. Sometimes you don't want to start out with smaller attacks. You want to run in, Nova, and then clean up if you can. If you have to build "resources" to Nova, that becomes impossible. You ALWAYS have to start off with the same attacks.
I'd love it if an MMO came up with a system where energy for attacks was based on endurance that naturally regenerated like CoH, but most attacks could still be activated when out of endurance, just with reduced effectiveness. So you start a fight with your blaster and it lasts longer than you expected, but you have no blues? You can keep fighting but as you get more and more tired you start doing less and less damage until you take a break or pop a blue.
Something that lets you keep fighting and avoid a faceplant when you're out of end, but still gates you a little and makes you slow down between fights, etc.