On a side note, if they did make the current land mass all like Fel it sure would make it way more difficult on Pkers just for them trying to find you.
Also maybe they made new land masses to where you could not recall to at all, like champ spawns.. this way the pkers have to walk to their prey.
That's how I recall T2A "Lost Lands" when they first came in. I used to spend hours exploring those lands and was never particularly a great PvP'er, but I could hold my own and it was fun. You never knew who you might bump into out there. The difference in games these days though, is players want to get from A to B "now", not in ten or fifteen minutes "walking" time. Part of the adventure in the game was the journey. Now it seems in a lot of game, people want straight at the end-game or the end result, without what they think is the "mundane" journey to get there.
Someone else mentioned that PvM'ers outnumber PvP'ers 10 to 1. That may well be the case now, but it wasn't always. Yes, with non-consensual PvP rules, the players didn't have a choice particularly, but more players were prepared and accepting that certain "encounters" would be likely.
The biggest problem I find with "current" UO, is that I feel the options available have diminished, rather than grown. I would argue that instead of choices, we have restrictions. It just seems that whenever a "problem" has surfaced, such as the apparently rampant PK'ing (yes, that actually varied from shard to shard - some it was a problem, others it wasn't...), the answer seems to have been putting a stop to it, rather than find a good amicable solution.
When you put the brakes on something entirely, such as playing a thief as a character (considering the relative pointlessness of it now), then you can't really call the game an RPG any more. Clearly some players exploited game mechanics to the extreme. That was the problem. Unfortunately successive developers chose the easiest of options available, instead of more creative options available.
My thoughts are that Siege should have been the classic shard. The biggest appeal for Siege was it was a single rule set, unlike the trammelled production shards. They maybe should have brought in the new land-masses and creatures, but not the item-based content. That probably killed the appeal for many who preferred the more "original" or "different" UO experience.
Yes, I would like to see a classic option available, but sadly, I feel it would at the same time signal the ultimate death rattle for Siege. Such is why I fully understand the reasons why many Siege players don't want to see a classic option.
As for the majority of the production shard players against a classic option, they mainly seem to fear loss of "production time" spent on their needs and wants. That, or either they weren't around years ago to experience "classic" UO, or they're so dead against any form of PvP, something that features it goes against their very nature.
We've all got opinions on the subject. We're often right in our own minds, because it's what we believe in based on our own individual experiences. We've all played the game and preferred different aspects. Nothing wrong with that.