They were meaningless leveling wise, however a whole lot of us spent 70 levels or more (counting alts) running through those zones and they represented the only TRUE nostalgia that was added to the TLE server. And as you said, lets be honest, nostalgia is what sold these servers. I actually disagree with you about spirit shards.Not because the mechanic itself was bad, but because of how people reacted to it. All they did was continue the boring 'stand on the wall and grind for fear of dying' from EQ1. While some groups & guilds did push their limits, there was an awful lot of people who refused to do anything they couldn't be reasonably sure of succeeding at because they didn't want to chance not being able to get to their shards (even though it didn't make THAT huge of a difference & the penalty faded pretty quickly). The death penalty now is completely negligible and it wouldn't be horrible if it was actually had a little more sting, but the last thing any game needs is more things that reward those who take the least chances. There isn't really much more challenge that I have seen on TLE than standard servers. Time sinks yes, challenge, not so much. The challenge isn't in all the time you waste getting from one place to another. The challenge is in figuring out new things, which we aren't likely ever going to actually see on TLE.