Most of the 0-60 is busy work.
None of the 0-59 gear has any value other than resources necessary for grinding crafting professions.
The grind for those crafting professions is designed to be tedious enough to prevent everyone from doing it. That’s what gives those professions value later on.
So we’re talking about a game that you need to grind to max in order to have a seat at the table.
Some people may enjoy taking it easy and so on, but ultimately those same people still pay oppressive taxes when bad leaders take over their territories and so on, or pay exorbitant Azoth travel costs if their factions can’t keep fast travel forts under their control. Gotta face it - without PvP aspects of the game going your way you will suffer challenges that other players won’t.
A reset makes this unfair as well - the first players to max level can take any territory they want. That happened on my server - we bought and defended MB and then as soon as the enemy was all 60 and decked out in faction gear we couldn’t defend any longer. Even with res/onyx fixes this will still be an unfair advantage to the company members who grind 24/7 with no sleep after a wipe, just like they did on launch.
People won’t be interested in doing it all over again. Fewer people will take vacation time or risk sickness due to lack of sleep just to gain an advantage in a game that may not have even fixed all of its issues.
But let people keep what they’ve invested (and track down and neutralize duped value), and those players may return and begin to trust the game again.
If we need a reset at all, it should be for territory control. As it stands many territories have been ill-gotten (ie 30 healers in heavy pushing up to gates and taking out cannons while being unkillable), and because defending has such an advantage, it is not easy to re-take these territories without resorting to exploits.
If territories are reset however, how to make it balanced? Letting co’s buy them up again first come first serve isn’t fair either. Something more OR style could work. But really all of this is just thinking about things prematurely. We need PvP fixed before resetting anything matters. Once PvP issues like res+onyx are fixed, along with damage exploits, we can begin to see if intended PvP balances are working or need tuning, and this in turn will reveal at long last how easy it really is to defend in a war and if it really is just an all melee spam fest or if creative skilled play can indeed be rewarded.
And once we get to that point we may discover that things are OK after all.
Some of y’all need to slow down and breathe. (Or sleep.)