A slower release of content that we currently have access to, kind of like they did on Live, is what I believe is best for a server that wants to stand for the long haul. The hardcore players will still be able to be hardcore, but their progression will be stunted to the point that new players won't be discouraged from starting on the server because they feel they are too far behind.
For instance, the server begins in a vanilla state. No XP multipliers. No vehicles. No housing or structures. Dueling is allowed but the GCW is not active. This allows players to bond in the big cities and slowly come together as a community before branching out into player cities. It will allow the GCW to take shape. A thriving GCW trickles down to every other part of the game. Jedi is not active for months, so there is no need to go Jedi-crazy and push for it, with the exception of POIs, Theme Parks, and preparatory items.
I envision something like this:
Launch (Month 1) - Mounts and Forming Faction Alliances
Publish 1 (Month 2) - GCW, Vehicles and Guilds
Publish 2 (Month 3) - Structures and Player Cities
Publish 3 (Month 4) - Path to Jedi
As time goes on, more content can be added, like Tanaab and Hoth. Elements of the NGE that people liked (housing, structures, maybe a few non-game-changing weapons and armor).
-No ADKs. This hurts me to say, because I loved them in Live. You have to keep Crafters engaged and needed. ADKs allow too many great weapons and armor pieces to live forever. To compensate, no item decay when cloning.
-All armors able to reach the same statistical levels of composite armor, even if it's just through skins. Max of 80/40 Stun. No more composite clonery.
-Combat Medic Poisons and Diseases need to be changed. No one enjoys Mind DOT wars PVP. It hurt Live PVP immensely, and led to the CU. The mind is always under assault in PVP as is, so let's ease up on it. Allow Poison to hit Health and Action and Disease to hit Health and Action secondaries. This will allow Poison to do its job, and Disease to take a severe toll over time if it's not dealt with. Poison effectiveness could even be increased.
-Slight adjustments in AP on specific weapons for TK, Carbineer, and Pikeman to make these professions viable in PVP.
-CAs and AAs need to be rare. Hell, drop rates in general need to be toned down. Currently, the drop rate on some of the community servers is ridiculous, and even on Bas it is out of whack. Remember how hard it was to get + Defense vs Dizzy or Rifle/2h speed CA/AA in Live? Even the +3 to +5 ones were going for crazy amounts on the Trade Forums.
-Exceptional and Legendary weapons need to be extremely rare, and not server-breaking. No DOT weapons. One silly mind fire DOT weapon kills PVP. Crafters generally need to be able to create the best weapons and armor through server best materials, looted components and lucky slices, with extremely rare exceptions.
-Jedi needs to be extremely difficult to attain. I suggest something along the lines of mastering every profession (using 1X XP), doing every theme park, and visiting every POI. Past mastering of professions would not count, only the masteries you currently have on your character once the Jedi Publish hits, and ones you attain afterwards. Only the truly dedicated players should be able to become Jedi. So there would be a path, but it would be time-consuming, expensive, and painful. Maybe even allow BH to hunt players grinding FS boxes.
I believe players would flock to a server like this. You would see more veteran players at the start of the server, due to the nostalgia of their early playing days, the newness, and the opportunity to get a head start, and players that discover the server a few months down the line won't be so far behind the curve that they can't catch up. If I had the know-how I would bang this server out in a heartbeat.