With the legendary server opening soon I've been thinking about what was different at level 50 end game vs. today and thought I'd share some thoughts. Please add your own in the comments, because I'm sure this is not a complete list.
* Conjunctions / Fellowship Maneuvers mattered. We used to run some group content without a dedicated healer and "burg heal" with CJs. Burgs were better off-healers than Captains. Getting healed 3k morale and power doesn't sound like much these days, but it was huge at level 50. CJs were also used to remove fear and wounds, put bleeds on bosses, summon oathbreakers, and inflict considerable damage as well. Group leaders were expected to set CJs and assign an order, with ranged classes getting any blue or green spots. I've always thought that CJs didn't get nerfed as much as they simply didn't scale, so they should be a big deal again.
* Crafting was more important. Crafted armor was good enough that you could run end-game content in it (and you didn't have to run the content to get the ingredients). Crafted jewelry and weapons were good as well. People were constantly farming beryl shards. Many people not only knew all of the shard droppers, but knew their spawn points and would kill the placeholder mobs to trigger a spawn. With today's personal loot system things might be different though. Also, everyone seemed to carry lots of consumables such as hope tokens, scrolls of battle/warding lore, food, crafted morale/power potions, etc.
* Virtues were a huge deal. These were especially important for mitigations and morale. Some raid leaders wouldn't even invite people who's virtues weren't "good enough". This is another item that didn't scale well, but will likely be critical again.
* Damage types mattered. Before legendary weapons, many people carried different end-game weapons with different damage types and switched them out constantly. Westernesse for undead, ancient-dwarf type for dragons (Thorog), beleriand for Thaurlach. I remember hunters using fire-oil against Thrang and then wiping the oil for Thaurlach.
* Gold was much harder to accumulate. Most people didn't even have 100 gold. It's going to take some time for the economy to straighten out.
* Class quests. Do we know if class quest items such as putrid slime of Helchgam will be available from skirmish camps? Also will even be able to earn skirmish points to barter for it? And will locks on the old SoA content keep the current reset schedule? It might not matter as much now anyway. It used to be that only one putrid slime would drop and you would have to win the roll and if you didn't win it then you had instance locks and had to wait to try again. Today (I could be wrong on this) I believe everyone gets one and the locks reset three times a week. Depending on how they handle the class quest loot we could all be doing a lot of Urugarth and Carn Dum runs, but we'll want to do the deeds for virtues anyway.