Never did a story start out like this:
"I went to school everyday in a red 1965 Corvette driven by Christy Brinkley downhill both ways in beautiful sunny weather with the top down."
That just doesn't happen. Stories are made of the hardships overcome, not the easy path taken.
Quality of Life (QoL) can be both good and bad. A UI adjustment that saves wear and tear on wrists and fingers is a good change. An implementation to help players find groups can be good or bad, depending on your desires.
MMORPGs are about playing with other players. NOT forced grouping, mind you, but just being aware and open to other players playing the same game. An LFG feature may be good for players that want to jump on and kill things, but really it detracts from what online gaming is about, or what it offers that single player games can not: Playing with others.
Yes, sometimes in old MMORPGs, players could easily spend 30 to over 60 minutes seeking a group to join. This happened to me often. But instead of sitting on my ass in some big city waiting, I'd run about and DO things like crafting or hunting or banking or questing or socializing. It wasn't wasted time. At times, though, it was a pain in the backside. So was a lot of the game... like dying.
There was (and still is) a lot to complain about in old MMORPGs. But didn't that make the accomplishments more meaningful? Better? Sweeter?
Where do you stand on QoL changes for the MMO genre?
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.