So before the new world goes live, one long-standing issue should be fixed:
Things that use local pools (and global pools if they are still used for anything) should scale with player activity. With the current system, pooled items effectively do not exist for the first two months or so, while later in the world with there is an overabundance of them. That is because they simply ignore the current size of the playerbase.
As a reasonable baseline about 300 players should be used, meaning if there are 1500 players online on average, all pools fill 5 times faster than normal and if there are 100 players online, pools fill 3 times slower than normal.
Instead of actual player numbers I would suggest using some correlated metric like global XP gain, because I have no interest in naked alts counting as part of the active playerbase.
I don't personally care quite that much, but the same system can also be applied to natural resources. Unlike pooled resources, you can actually fight over natural resources, therefore I'd say some artificial scarcity in the beginning of the world is acceptable.
It would be entirely enough to scale with the square root here, so 1500 players could result in a sqrt(5) higher respawn rate, sqrt(3) times slower for 100 players.