H&H is not an LP mud, and doesn't have some of the limitations of that old game style. It's also already far more fun - and far more complete - then our failed project. But I'm reading things that suggest that a number of players are falling into the realism trap, and the devs sound like they may be sliding in the same direction. Beign egotistical, I figure my own opinions on the subject must be worth sharing

We have certain tasks that require a longish waiting time, and then must be attended to within some limited time period. Currently, these are steel making (must attend to every 12 RL hours for around 2.5 RL days), silk making (tends to need attention every four RL hours, which is very awkward, but has stages where it can be left for 16 hours), and tree planting.
The first two of these make sense - the product is supposed to be rare, so it's OK to rule out people with lives, intermittent net access, etc. The third is a mistake - the world is severely deforested, and I can only start trees when I expect to be on for at least 3 hours, or back on within 8-10. So I plant no trees any day where there's a morning crash, or I oversleep, etc. etc. I'm sure other folks have the same problem, and the world suffers for it.
Now I'm reading that it would be a good idea for basic farming to work the same way. You plant some seeds, wait 8 or more RL hours - and then _must_ harvest the produce within some hopefully not to narrow boundary. Next people will want seed to rot if stored more than a "season" - which will hopefully be more than an RL week, so that it will remain possible for folks to play even though they don't live online. (Consider the person who only has long playing sessions on weekemds.)
Is it the goal to only have players who lack real lives, or who are so well organized that they can arrange to have someone from their village on line almost literally 24*7?
Specifics aside, I suggest thinking about how often and reliably a player must be online, to perform certain tasks, and asking whether you want to make those tasks unavailable to many players, or massively inconvenient.
The same thing also applies to the insertion of extra tedium. Making a batch of raisin muffins already requires more than 24 RL hours of preparation, along with all kinds of stages. Keeping butter supplies up is a PITA. Raisins take 24+ hours to produce. So now I see suggestions from the developers of making it take more stages and more tools to produce wheat flour. Precisely what is the game balance or fun-oriented reason for this? I mean, playing with all these tools is cute and fun - but I'm already harried enough feeding one farmer and some variable number of miners. (At least the miners bring home meat - how long before realism suggests that those with low nature should have more trouble finding game?)