Knowing that reducing leveling time for chars has the potential to attract players, what keeps the base xp gain from being increased?
You could clearly still have double (or more) xp events as desired, just because the base xp gain is increased doesn't mean that 2xp isn't 2xp. It's still twice as fast, it's still going to have the same draw.
The arguing point here is:
For those who actually play this game consistently, the act of leveling a character is a formality. You probably know exactly what setup/items you plan on running when you are creating the character -- you just need to get there. Why delay that process?
For those who used to play this game and are thinking of coming back, leveling is a deterrant. They don't want to deal with the monotony of slowly leveling 4 chars up just to have a complete account when they used to have one back in NC1/2/Pre-Titan.
For those who have never played this game, the grind is shortened. I think everyone here can share a story or two of a new player they helped with tips, cash, time that didn't convert to a permanent fixture. Getting these players hooked is what everyone wants. Hooking takes place when excitement, goals, and an intangible draw collide. Excitement is the act of progression. Goals are capping a character/seeing the game. And that intangible draw is your brain working against your better judgement/rl to make you sit your ass back in your char, and keep leveling because your progress is significant enough that you view your goals as attainable.
Thoughts/comments? Biting my tongue a bit on some jeers for at least two people out there who hate everything except when things suck.