Now, having said that, I don't think that going down the road of self sufficiency is a good way to address the problems we have mentioned (groups that never fill, having to wait for hours to get a party going, etc.). I think this is actually hurtful for the game. With ever declining lfms, self sufficiency alone is bound to worsen the problem. You'll end up with a very specific subset of people. Those who don´t mind playing alone and who have invested enough in the game to be able to build a reliable self sufficient character. The cost of entry for new players magnifies and playerbase of veterans suffers from attrition (an fixed script instance based game tires). This leads to death.
Now, is it MORE fun to force people to have to wait endlessly in order to be able to complete simple quests? I don´t think so.
So some proposals, the most obvious being:
1. Merge servers. You can go two basic roads, merge those that have similar peak hours to ensure moments of good activity or try to spread out the number of players at each hour to make sure people have someone to play with at any point. Technical issues should be solvable. After all, there are servers with twice the population of others. So it can work.
2. More focus on raids vs generic quests. I am bored of quests that are always the same an attempt to create some nice "lore background" and fail miserably at it. We are constantly running quests and complaining at the bla bla bla of the npcs.
For me, the focus should be put in creating two kinds of experience:
A1. The random generated dungeon. Something that changes every time, has some overall flavor (the monsters, some coherence in the progression) but eventually it is just that. A random dungeon. A party is recommended, solo players should have difficulties here. Encourages groups but doesn´t force them
A2. The semi random explorer. Explorer areas with encounters. Those encounters are semi-dungeons. Soloable at will.
B. The adventures. Let it be raids or quests. A balanced party is needed.
Leveling should happen in A1 and A2 and B should be reserved to true challenges in very detailed quests. HH is a very good reference for that.
So, allow players to be self sufficient enough for A2, tops A1, but cripple them for self sufficiency in B. This can be done by increasing the DCs, the strength of mobs or whatever so that self healing / multi trapping whatever cannot go through it.