Rhys Duir wrote:We are a small shard and I don't think it would be hard to enforce macro abusing rules.
"Forgive him, father, for he knows not what he says . . ."
To have fun or to "max out" your character? I'd say the point is to have fun. If you had fun whacking whatever it is you're skilled enough to whack, then the goal has been accomplished.
Quite honestly, I've never found repetitive, monotonous tasks to be very entertaining. Somehow I fail to see how a few months of "whacking" is going to add any excitement to my playing experience. The exciting part about character creation is achieving new goals, and there are better ways to accomplish this other than turning players into automatons.
If being maxxed out is that important to you, you'll feel all the more proud when you reach that goal.
But if you aren't having fun at any step of the way, then I suggest finding a different way of spending your time. 
There is something inherently wrong with this way of thinking. Let's suppose skill gain through usage is instituted again. After many many months of slaving at the mines (last time I checked, resource-gathering was still the number one cause of the infamous "spontaneous psychotic breakout" disease), I finally manage to reach Master Blacksmith/Miner. Great! Awesome! Whoohoo! Ok, now what? do I delete my character and do it all over again just because I had so much fun the first time around?
When I first started on OSI, skill gain through usage was the only way to become Grandmaster anything (and it still is if I'm not mistaken). Being a brand new n00b to the game, I decided that the sky was the limit and embarked myself on a three-month-long mission to make my character GM Blacksmith. Boy, if I had only knoww what I was getting myself into. I literally SLAVE-mined the Trinsic mountains day and night for three months straight [I never macroed]. I got up at 5:00am in the morning every weekday just so that I'd have enough to time mine a few hundred ingots before school. I spent every single gold piece in purchasing more ingots just so that I could raise my smithy just a few more decimals.
It was REAL hard work, and I most definitely did NOT enjoy spending all those hours in the mines and the forge wasting away iron. Gosh, it was worse than having a rl job. I felt like a friggin robot at times, a mindless automaton programmed to perform the same boring task day and night. But I had a goal in mind, and nothing was going to deter me from reaching that goal.
As you can imagine, the sense of accomplishment I felt when I reached my goal is indescribable. To say that I was 'overjoyed' does not begin to express the way I felt at the time. But of course, the story does not end there. The whole time I had been working to become a GM smith, I had also been dreaming about what I was going to DO when I finally achieved this. It was what happened AFTER I became a GM smith that made all those months of boring labor all worth it. I definitely could have done without those months of doing something I never wanted to do in the first place.
I believe this is precisely the reason why Dundee disliked the gain-through-usage system. Games should be about having fun, not about having a second job. If there is anything unsatisfying about the way things are right now it won't be fixed by tinkering with character creation phase. The problem lies in what happens AFTER players finish creating their characters and prepare to carry on with their virtual lives.
I mean, you have to admit there's only so many times you can go through a character creation experience before you begin to feel like you've experienced all there is to about being newbie. I, for one, do not delete my characters and start anew because I know all too well what it feels like already. I've created all sorts of characters, fighters, crafters, magi, rogues, you name it. There's no way I'm going to get any more feelings of accomplishment this way. If someone offered me the chance to go back and create my original OSI smith character all over again, let me tell you, there is no way I'd put myself through thathell again. I'm sorry but that was just not fun.
UO is much more than creating characters and achieving (only) ONE type of goal. UO is much more than just killing stuff and getting magics/gold. If you find yourself unsatisfied with the game as of lately, the problem probably lays in that you've been resorting to the wrong methods to make the game exciting again. Think about it, if UO was just another action/adventure game, would you have chosen to continue playing after all these years?
There's only so much that you can do to improve the action/adventure aspect of this game before it becomes just another Unreal Tournament or Diablo II. If you want to discover new ways to make the game more interesting for everyone, think about this: What makes UO different from Diablo? What makes UO better than Quake?