I followed that link (The Immortal Game: the Last City of Heroes story) at the bottom of your post and I really enjoyed it, well done.
Thanks. If you're unaware, that was something I whipped up in the last month of the game to go with an end of game event I and a few other players managed to cook up that we ran on the beta server. Somehow I found myself with admin access to the beta server a few weeks before shutdown: what are the odds.
More than one person has suggested I rewrite it as a longer story when there's no gun pointing at my head to blitz it out, and at some point when I have more free time I might attempt that.
Not sure I would like the direction the end game appeared to be going in. Let me explain.
Like everyone else who ever played this game I had my vision of what was fun what my game was. I loved the long arcs and the leveling from around 12 to 50. I know many people viewed all that as a necessary evil, but for me, that was the game. I think this was mainly because in my mind, even though I had done the missions often, this character was the hero of the story he was playing. All the leveling stuff was pretty easy to work into his bio as something he would be doing. The contacts always addressed you by name and made it clear that you saved the day.
The incarnate stuff and the upcoming battalion stuff was much harder to personalize. Probably because you had to be part of a big team to take part. That made it "our" story rather than "my" story. All the cut scenes were necessarily impersonal.
So I would probably play all that stuff with my main DP/Mental at least once and just unlock the Alpha on all my other toons and just create a new story and a new toon.
Although the Incarnate trials were the initial priority, the devs were planning more small team and solo-friendly incarnate content. The leading edge of that was only just starting to come out in I23 and (the unreleased anywhere but the beta server) I24. Given enough time, I think there would have eventually been a rich incarnate-level game outside of the raid content.
Where *I* might have had a problem is that I believe the devs appeared to be on-track to make the same mistake many other people have made when it comes to overtopping themselves. When Incarnates get trumped by the Battalion, and the Battalion get trumped by the true Rikti, and the true Rikti get trumped by the Dimensionless and the Ascended, you are in danger of dulling people's sense of scale. Its the same mistake The Empire Strikes Back makes when they introduce the Super Star Destroyer. Once you destroy the illusion that Star Destroyers are enormous machines by dwarfing them with something else, you risk making people not just think the Star Destroyer is just a toy, but the Super Star Destroyer is just a bigger toy. I recall reading once long ago that even Lucas admitted it was a mistake to take that symbol of Imperial might and make it just a match stick compared to something else. Once you break that feeling of impressive scale, you can't easily get it back.