Thank you very much for your efforts.
I'm not really ready to give a really good suggestions since I haven't tried to organise them or evaluate full consequences. But I will try and you can see if some of these ideas are useful. TMW has been 1st RPG I ever played. But since these ages I played bunch of other (MMO)RPGs as well so now I can compare them and get idea how various ppl are doing the (more or less) same things.
I can suggest at least the following:
1) Monsters system isn't very great at the moment. I can suggest to increase drop rate for some low-level monsters/make them drop some useless stuff (which can be sold) more frequently. At least this will allow to sell stuff for money. It's frustrating to kill 10 monsters and have no loot at all. Commercial RPG makers are well aware of this fact and usually give something as reward most of time. Even if it will be useless and can only be sold for little money, it makes game to feel more comfortable. Maybe it could be good idea to make monsters harder but increase rewards&loot. Fight should be a challenge rather than boring job. Look, mage vs few jackos/yetis. It's hard. Couple of mistakes and you're done. But it's fun and that's qute challenging and it's so nice to get a proper reward (in the case of success

). Something like that for noobs? As for me, I would prefer to fight challenging monster for 1-2 minutes, trying various tricks until I'm almost dead but get a (nearly) warranted reward rather than grind for hundreds of monsters almost without chances to die and very low chance of reward. As a side effect, if this logic happens to be implemented game-wide and XP reward adjusted in the ways where it becomes pointless to kill "weak" monsters at all, this makes XP grinding bots pointless since to get significant reward you should always fight challenging monsters and have a real chance to die. One of best ideas I seen in RPGs is to grant XP based on difference of player and target levels rather than on some fixed value. If you kill "relatively hard" target, good XP. If you kill "relatively weak" target, bad XP. Since bots are bad in handling "rough edges" where you have to make decisions and change tactics if needed or make some key decisions, this could virtually eliminate leveling bots "by design" and keep players seeking for challenging targets (if they want to improve their levels). After all, I can see some logic in this approach: even If I smash million of maggots, obtained skills will not help me too much against bunch of angry lions

.
2) I would really like more "artifacts" in game. Even for noobs. Even almost useless ones

. It's about reward to efforts ratio again. And it's a fun to improve your char even a little bit. Even for noobs. Even if you'll obtain better items later. Improving char is a part of RPGs

. And it is hard at low levels and there are quite few options. To be honest, TMW set of weapons is not very huge at all. If I will take a look further, I can also admit that each and every high-level warrior looks like fallens (which is offtopic so I'm better shutting up

).
3) I can suggest to add some really dangerous/challenging quests. Maybe some boss monster which needs team of several players to handle it? For example Khafr beer stories about desert worm or desert temple full of gold. It could be not a bad idea. Or maybe dispatching dangerous bandit in exchange for some useful artifact like weapon/armor/etc he had? It could be, say, team job, so ppl will also learn basics of how to play in teams (and maybe even some basics of creating parties?). Interaction with other players is a part of MMORPGs, after all. And if someone wants newbies to stay longer in desert city, it could be nice thing to learn, isn't it? Also it can give ideas of game mechanics and that there is penalty
4) Actually in TMW there is almost no crafting by players. I guess there is lots of room to improve it. This could be fun (for some players) and some profit as well. Not everyone likes it. But some people do. Also seeking for some rare resources in dangerous places of the world to create good item could be some fun as well. I see nothing wrong in learning newbies to create simple cheap items on their own in desert city.
5) Some scheduled attacks of aggro monsters on cities could be funny to my taste

. Scheduled also assumes that players are warned before event and can prepare city defense and take part in event. Right now all such events are "ad-hoc" and irregular and their frequency and time are not anyhow deterministic at all so it's not easy to take part if you can't play the game on 24/7 basis (and nobody can play 24/7, hehe). Not to mention that events almost never take place in newbie city at all.
p.s. those are only ideas and I can imagine other people may have different views and/or ideas.