Put some more thought into this.
I actually agree with the idea to loosen up on the RPPK requirements (to what extent would obviously require a debate). There were several times as a new player I was killed for what I felt like was no reason, but it ended up becoming a great opportunity for RP and learning about the game rather than detracting me from playing the game. It caused me to seek out allies, avoid enemies, presented opportunities for intrigue, etc. It ultimately gave the game a sense of urgency and excitement I currently feel is lacking unless you actively seek it out by A) joining a tribunal, and B) starting a war, that not everyone in your faction may want to go along with.
I've wondered about a PVP flag people can use that would be heavily restricted (can't use with hellions/pallies/necros/rogues/elves/delves, etc. Can't be used in any faction. Can't be used if wearing scripted or god-like quality gear, etc). But if there are people who really just want to log on to RP and nothing else, let them do that without becoming hoarding characters or interfering with politics. It is probably impossible, and not something I myself would toggle off, but I feel like there could exist some middle ground.
Scouts I think need some love. Taming is really a ridiculous process. To have a character with tame mastered and max charisma and require 200+ tame attempts at times for certain beasts is unnecessary and I have literally logged out due to frustration with this fact. Ambushing with spears would be cool, being able to skin more types of hides again, even if it was limited. I realize the last two once were possible with scouts, but I'm unfamiliar with the reasoning behind removing those features. I think adding innates to skins semi-recently was helpful, but it didn't feel like enough. I'd even go so far as to suggest upping their damage so they're a bit more useful to groups.
Let sneaking PCs know if they didn't sneak successfully. Not immediately, but when they move, much like slipping out of the foilage for camo'd scouts.
What end-game content I've seen does seem to rely heavily on a very basic group makeup with sorcerers and necros being much less useful. I think changes that encouraged more of these two classes would likely be beneficial though I don't know enough about mechanics to suggest what that would be. I've considered rolling a sorc myself and stopped because of warnings that I'll be ineffective in end game and PvE is a priority of mine.
If you're invis and in the room with someone who can't see invis, the people who can't see invis shouldn't get notifications like, "someone gets a scroll of petrification from somthing." Similarly, if you leave a group that isn't in the same room as you, people shouldn't be able to ascertain that you just left Bob's group. They arguably shouldn't see any notification at all that you left a group that's not in the same room.
Remove the law system from the North if there's no tribunal to enforce it, much like Teron.
Possibly look into shortening max jail time, or enact parole after a set number of in-game hours/days has been reached. "We'll let you out, but the smallest infraction and you're right back in and serving the time."
A more newbie-friendly quest or two in the Academy would be nice to give you one more thing to do there.
Give more city guards/officials basic directional advice for players (when asked about spots like the bank, magic shop, armor shop, maybe even training areas nearby). Especially when starting out, I feel like it's common to have no idea where to go and with door exit labels being removed unless you walk around opening them all, I think this would be a decent alternative. You could even have one NPC per city who stands by the inn and will physically lead characters to designated spots in the city. Alternatively, update/post clearer city maps on the website for reference.
More flavor things for RP heavy people. Distinguish between sipping and drinking a drink to make drinks last longer. Also customization of basic armor for a cost. Might seem useless to some players, but it would be some added flavor for the RP heavy crowd or people who want unique looking or matching outfits but don't have the time/ability/group around to go get a high-value set from endgame content. Could be limited to non-exotic material types (ie: no water, fire, energy, etc, nothing scripted or god-like). This was pretty popular on the last mud I played.
I'm sure there are more important fixes, etc than some of my suggestions, but sometimes I feel like a little flavor goes a long way.