For me, I have some mayor gaming experiences with MMOs. Here they are ā¦
GUILD WARS 1
Right: Guildwars had only a limit of 8 Skills you can use at once. You could lern hundreds but have to chose 8 to take into your bar. On this way there where many different styles of gameplay. It also was very teambased through the limited skill use and the enviroment was made to be conquered in groups (you could take NSCs with you if you not got to 4-8 ppl). Enemies also had 4 or more skills (many of them the same that players can learn), used them smart and were acting mainly in mixed groups so then encounters were feeling like a real match of two parties fighting each other. Also, through the possibility to mix classes and change the second class freely, everyone could lern every skill (only few were only good for only the main-class of the character).
Special effects on items were nice, but not gamechanging (for example: The most loved effects on a weapon were 20% armor penetration on every 5th hit or +30 life (was about 5-7% of normal max life) . Also, everyone could get āmaxedā items very quick, so skill was more important than equip.
And at last, GW was highly using conditons, interrupts and combinations of effects. So there were many players who had 2-4 of there skills with interrupts to lame down enemy healers or casters, which was important. Also the conditions were very strong, ranging from bleeding or burning damage over slowdowns, confusion (lower casting speed), poisoning, weakness (lower attack power), deep wounds (max health reduced) and blindness (+some others). Some skills were functioning better on special conditioned enemies, so if you took a heavy swing on an slowed enemy the skill could knock hin down or a bleeding enemy could get interrupted or slowed down. So if the group used good combinations there were many powerful ways of interaction.
Wrong: No open world outside of cities and outposts. It was good for the conzept, but so the game felt empty sometimes. Many people were overwhelmed by the number of skills to chose from
To learn from: Limited number of equipable skills at once (may be through item slots) but many different skills/items to chose from. let there be skills that interact (for example: One slows the enemy, another one stuns a slowed one or let them bleed. ⦠Let enemies have some skills to let them feel more versatile. 2 or 3 per Creature would be cool. ⦠Let item bonuses be good, but donāt let them get to powerful compaired to ālowerā ones. This would lead to be good by being a skilled player. ⦠let there be some nice conditions or effects that we can put in enemies (or they to us) for enrich the combat experience. Let there be reduced armor through acid or weakening effects. Blindness would also be cool if it is a real visible effect. Also, let the effects not be only for some few seconds. ⦠May be skills have a using time of 0,5 - 1,5 seconds so that there is a way to interrupt or avoid them.
WILDSTAR
Right: skills used areas of effect, even melee skills, and you also saw that effect of incoming enemy attacks. The Housing was interesting, cuz furniture gave a bonus on the relexing-bonus (which was an ep+ bonus in the game). It also had spots for farming or partying ^^. There were items you could use on your equipment to give bonuses to them (slight ones). It also had only a limit of 7 skills to put on at the same time. Also, the enemies had nice skills, but only 1 or 2. REEEEAAL Cool Boss fights in dungeons or raids.
Wrong: To class based gameplay. Only 30 skills per class. Dead because they didnāt listened to the community (or just to late)
Learn from: The possibility to upgrade items (may be ābetterā later equip has a slot for a special gem to add) ⦠The comfort bonus through good furniture, light in the home or other special circumstances at your beacon where you are logging off or stay for longer. What bonus we will get through it would be your choice, devs
⦠Also the enemies and their tactics are inspirational. The Bosses may be good examples for titans 
WOW
Good: Masive World with a lot of lore. Home areas for the races and their own capitals. Nice sum of pets and mini pets. The rest is quite bad ^^
Wrong: Equip is to important for the power of a character ⦠Skill Spamming ⦠no variation in gameplay for different builds for the same (sub-)class. ⦠Enemies where uncreative (only some bosses were nice made). ⦠Being able to solo areas/dungeons/raids ment for lower players.
to learn from: NO SOLOING on titans and harsh dungeons (even for lower people). May be there is a adjustment for higher people visiting lower worlds. ⦠NO to powerful equipment. Let new equipment have new effects or skills, but only slightly better stats. ⦠NO Skillspaming ⦠NO dump Mobs. ⦠And now to the Pros ^^: May be there could be a home world for each race. ⦠Let their be a lot of lore about the lands and the history ⦠let there be many different animals not only for herding, but also tamable (with different attack skills on each one)
Finiiiiiished! 
PS: Nearly forgotten: THE SECRET WORLD
right: Skill wheel with every character able to learn all the skills ingame (but with a lot of work ^^). Coool atmosphere, story and screenplay. 3 DIfferent factions with own aims (that were handled my faction based quests and missions.
wrong: Combat was to strafing intensive. Mobs where just ok. Ranged combat was nearly impossible if all was running up to you ^^
learn from: Everyone should be able to lern and master everything, but only with a lot of effort to do that. Factions are a good idea to think about (if it would fit into the lore and game mechanics). May be Dungeons (if there are some) can feel a bit creapy trhough fog, sounds and strange (and may be surprising) creatures 