No. The enhancement pass isn't DDO's biggest problem (or pending one). There are 2 critical flaws today, of Turbine's making:
1. Stone of Experience
2. Ship buffs
Stones seem like a good idea on the surface. Jet folks forward to high enough level to play MotU. Problem is they work too well. Many skip levels 8-15, turning them into a nearly party-less 'dead zone'. Couple that with the thinner selection of questions in the low teens (and the ones available tend to be older, more complicated, or require multiple players). I enjoy PUG'ing. I generally don't run with a guild. And that's OK. Or at least, it was. The past year+ it's gotten harder to find parties, in that 'mid' range. Partly as noted the wider 1-25 range spread out the population a bit. Partly DDO's not the hot Game of the Month. But partly because of Stones. It's hard to explain anything else when you find multiple parties up, all oddly stopping around level 7, then nothing until high teens. TDNBW.
Ship buffs are horribly unbalancing and OP'd. Tell me why a level 1 toon can walk into a ship and get 30pts acid resist and other buffs normally requiring a caster level of 11+.
Ship buffs also produce a nasty SOCIAL affect. Since they're so OP'd, lots of folks want them. Think you _need_ them. So every quest or two it's time to go out for dinner and drinks, while many scamper off to their ships for the latest 'fix'. Buff junkies. Some parties I've been in, folks run off to their ship between _every_ quest. Now some of these are TRs who know what they're doing. Some are powerjunkies who want every last little boost. And many are 'introduced' to the life of a ship buff junky since 'everyone else is doing so I should/can too'.
Bravery Bonus causes many to run elite first (or only). Before BB folks would run normal + hard before elite (sometimes multiple times), but now many refuse to run anything but elite (whether or not they're up to it). I'd rather run no-elite quests than sit around for a half hour waiting for an elite group to form (oddly enough, the latter don't earn xp for those 30 minutes, and somehow think they're coming out ahead...)
DDO cannot survive as an Eveningstar-only game. Even if everyone had the option to start at level 15, there's not enough content (and won't be for a while).
I only see partial solutions.
The 7-16 game suffers (badly) whenever Stones are available (and quite a while after, since most don't take their lvl 5 toons to 10+ overnight). This is a problem of Turbine's making, and likely a profitable one at least in the short-term. I see fiscal incentive not to change this, but it has negative implications over the long-term. I've thought about it a fair bit, but the only solution I can see is to kill Stones, and I doubt that'll be desirable to Turbine (they undoubtedly bring in good coin), or to some of the community (3rd+ lifers no doubt tired of running some of that content repeatedly). This is worrisome.
This is easily solved -- scale the buff to character level. A level 3 barbarian using a fire resistance shrine should only get 10pts resistance, or +1 stat boost, or... Resist Energy is 10/20/30 resistance for levels 1/7?/11, _at least_ use the same scale. Perhaps a bigger nerfbat is needed, to scale up through at least heroic levels, e.g. for 3 tiers go 1/8/15 or maybe something like 4/10/16. Considering they can't be dispelled like normal spells and cost a party 0 sp, they should give less benefit than spells at the same level. As is, ship buffs are unbalanced and OP'd.
This has been discussed before. A simple change so you only get BB/hard on your 2nd life and BB/elite on your 3rd+ is one option. That may cause its own troubles, e.g. TRs would prefer to run elite-only and likely to see fewer non-TR in parties with TRs. Of course, one could question how that differs from today, and it would certainly encourage 1st and 2nd lifers.
Take a look at server populations via DDOracle e.g. Thelanis
Throw "Characters by Level" (2nd set of data) into Excel and make a line graph, and you see the trend
level 1 drops to ~half as many by level 3, flat through 5, then a HUGE spike at 6, plummeting for 7, then a ~60 degree slope up to 10, a drop at 11, a small incline to ~18 and then peaks then then a steep dropoff around 22-23 through 25. The numbers vary a bit but the chart's about the same for Khyber and Argo and others. Stones seem likely to be a key factor behind the spike @ lvl 6. That's also where the game starts to get harder, and some of the free content starts to get thinner. The trough @ 10+ seems likely due to content - the low teens have been a poor spot for quests for a long time. The popoulation doesn't really recover until ~16, and there's a dramatic rise ~17-18. There's an interesting valley @ 20, probably due to TR.
So..no. Sorry OP. The enhancement pass needs some serious love, but it is alpha so I'd be shocked if it didn't. I for one am heartened to see such early work shared for feedback. Kudos to Turbine for doing this.
The question now is how Turbine moves forward. Since they're removing the enhancements to test UI18 it'll be a while until the next batch of enhancement changes are shared. This hopefully gives them time to review and think on the feedback to date, and take steps to improve this change. What that new round of enhancement changes address (esp the meta- issues) will likely be telling.