Well I will start like others with a big thanks for the very hard work that you guys have put into this server and on your constant comprehensive ear to the community's needs. That topic is again a proof of it. Although I think that what you are doing was necessary, I really think that it wasn't an easy decision to make.
Now, I will give my thoughts

1)
Distillers : I fully agree with what has been said. Paying 150 AA for 1 / 30 dollars for 10 or pray special events to get few is a bit too much, especially when you think that augments are really a very important part of the game and that some very nice augments can only be acquired once thanks to a specific quest, or are just too rare.
2)
T9 : First of all, I love both DSK3 and VT. I am having fun there, but I also think that in those two places lay the biggest progression problem. To me, they both bring the problem of tanking and dps.
Thanks to your update Vaion, boss will do less DPS, which is a very good thing because even with Chrom tanking (3/4 full donor), some boss like Vule were hard to tank. No need to say that even with Sianette, which has probably the best non-donor stuff (besides weapon that I have), it was really tough. Concerning VT, I don't feel like boss have a too big dps compared to DSK3 so your Boss DPS update is a good thing to narrow the gap between donor/non-donor.
Player's DPS on the other hand really need some adjustments in t9 in my opinion. There is no way, unless with a HUGE (and I mean HUGE) number of toon, that a raid can complete some scripts in time, both in DSK3 or in VT.
First example that comes to my mind are Maestro, Vule, Khasva that will make boss hit even harder and/or regen. I have done Khasva numerous of time with a 17 toons team full donor (donor pets, donor druid bp, 4 donor wiz with weapons, leggs and one with robe), Firenze, and I NEVER managed to take down Khasva's waves in time without druid bp on. On Vule it is close that he get the DPS boost without donor druid bp. It means that if I can't do it with a 17 full donor raid, there is no way that a 40-50 non-donor raid can do it, which is already a large raid.
Concerning VT, it's the same, or even worse. I haven't retried alone (understand with a 17 full donor raid) Korvaix's event (phase 1 first boss) after your timer patch on adds, but it was undoable because of the silence/stun/dispell, their huge hp and the timer. Even with druid donor and burning disc it was pointless. Now it might be better. But I know that I have been stuck for like 5 weeks now on Jantarx's event (first phase 2 boss that make IMPOSSIBLE to get access to other phase 2 boss) because of essences waves that are going too fast, again because of silence/stun/dispell. I have tried that event with my team + sosten, so it was a 36 players's raid with lots of donor and we failed it. Now I think we might be able to do it together, but it's absolutely 100000 % sure that normally donored guy or un-donored people cannot even dream of doing this. Rest of the scripts are well rounded and adapted and can, I think, be done with "normal" raiders, although scripts timer might be adjusted.
Solution for that DPS problem on adds ? Well, it dépends. Either :
- review timer of stuff (more time to kill, and thus more time between waves if there are numerous, so people can actually dps boss too!)
- less hp on adds.
- script less hard, but I don't like that solution at all.
3) Items :
That's not directly a progression curve, but it plays also on the interest of going back to some zones. I know that everquest is made of camping and coming back over and over to the specific place so you can get the item you want. But for example VT, I think that it's a very good thing that all mobs share the same loot table, with just phase 2 bosses that have 10% chance to drop class items, and phase 3 final boss the same 10% dropchance and 5% drop.
Thing is that when you start farming the zone, you quickly end up done with "normal" loots that are 2 x 100% drop on every mobs. So you farm phase 2 and phase 3, which only have 10% chance to drop something (and 5%). That's very low and lots of items rot all the time. I would like to see for example :
Phase 1 : 2 x 100% normal drops and the 50% armor drop. So no change.
Phase 2 : 1 x 100% normal drops and 50% armor drop and like 30-50% chance for class items.
Phase 3 : either the same as phase 2, with a little boost on the 5% chance, or make him drop 100% on class item and no "normal" loots.
It doesn't really directly impact on the "progression" curve, but it clearly plays on the fun (clearing CY + moving to bosses + doing trash and fights for rotting stuff because you are only there to get 10% drop on 4 mobs is hard) and those class items are awesome enough to allow "normal" toons to get closer to donored.
4) Generally speaking, I am not at all for boosting non-donored or nerfing donored. I think it has to be done on the difficulty of scripts (hp, which has been done already, and dps required). People have/will donate to thank for the hard work / progress faster. Why should that change ? What musn't be done is that those who don't want/can't, mustn't be "blocked", keeping in mind that the real number of real players is not too high so we need to take that into account.
5) To answer to Noren's questions :
1 : guildmate are kind afk nowadays so I
progressed in VT with 2 people. And in DSK3 when we first cleared it, well we were like 4 real players.
2 : I box up to 17 before my computer explode.
3 : I would prefer to stick to 12 if it was possible to live like that and do what I want.
4 : Repeating quests ? Hard to answer... I did 4 cleric epics, 2 shaman more than 10 raid auras but it's boring when I pass the 4-5. Let's say that 6 is the maximum. That's why I haven't done raid auras for my new toons because I am bored to do that again.
Thanks for your time

P.S : Geez I didn't think that it would be that long to reread !!