"Well let me put it like this, you add an official parser, your saying as the developer, this game is about beating your friends in parsing. It becomes a car race game."
That's your interpretation of the social kinetics. By adding a parser, you're really saying as the developer: here are the tools to test the world you live in and bring out your full fighting potential. Anyone can interpret parser data and react based off it. It's free chance to improve your character. Better than gear, it's knowledge about your discipline plain and simple.
"Right now, in theory an mmorpg is supposed to be about exploring/adventuring in a large world with other people and developing your charachter."
So develop your character by paying attention to how your character develops. Use the parser. Encourage the parser. In fact, only in a MMORPG where you're not supposed to be about developing your character would a parser become "the wrong message" to send.
"What might be interesting though, if they did implement some parsing, would be in terms of a training area or zone, where you can basically test your gear/skills/set up. That way people seeking to test thier builds, or see if an item is worth it can, while not exactly putting it into every situation."
Even better. Set the eva, def, mdef, acc, attack, and stats of a robotic foe in the training ground for players to test their builds. If you just don't want people running parsers on your character, that's fine but that's a little jaded. They have a right to know what kind of adventurers they're rolling with. As you said, the game's about character progression. If you're 15 percent behind, the game's about that too no matter how much you don't want it to be.
