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World of Warcraft changed the MMORPG genre in subtle ways. They used past MMORPG design and made some minor changes. I will first say I loved the original World of Warcraft game, I dislike the expansions but that is another topic. I admit that. I also started playing MMORPGs with Everquest and loved it as well untill certain expansions.
Thought here is the game flaw that was mainstreamed with World of Warcraft, experience gain for quest turn ins. I will explain why this is flawed and this has nothing to do with how fast leveling is or is not. That is independent of this topic.
Great experience gains for quest turn ins produce linear game play and limits player freedom. Sure quest can still be in a game but I say for items only. Experience should be gained by killing things. Quest should be optional not mandatory to level the same speed as others. Experience gains from quest promote short group times and player's not grouping in general. This is due to not having the current quest or the player concerned about being on a different quest, and players finishing the quest being worked on by the group and then disbanding.
Not having experience gain for quest would promote freedom to group with whoever is your level at any location and not having to worry with what quest do I have to do next, or what quest does this person have etc etc. I am not advocating slow xp gain for anyone that I may be scaring. The xp gain from killing monsters could be adjusted to the same rate as currently but only with the quest being optional quest for gear, gold, items etc.
Imagine picking up only quest you want but then seeing a group is in a neat place you would like to try but you have no quest there. Well it would not matter because xp would be the same, you just wouldn't get that item you wanted at this time. At one point in MMO history people were forced to group and people hated being forced to do these things.
Well now people are forced to do another thing and that is quest. Let's fix this devs!