the basic danger is that if the revenues arent where they think they are, usually there is less development and resources for the project. In this case they have commited to 2.0 and certain things on the road map, if the interest isnt there, and the money isnt there, they will treat 2.0 more as a development thing and less as an evolution.
IE put more features into 2.0 rather than implement them now, as well as less implementation and resources devoted to features which wont translate over to 2.0 like UI, story events, etc. For 2.0 marketability and recoup of development costs on it, it is better for it to have more content, the way to do that is not to put content in the current package.
Its really very simple, the main thing you pay for in a MMO is development costs.
depending on what their money model is, it shapes the development costs, and the release of those developments
Expansion heavy model (guild wars) moderate cash shops and virtually no new content until the expansion hits; this way most of the development is packaged into new products.
F2p Cash shop models
money revolves around what sells in the shop, so most development is focused on things people would like to buy.
Another technique, limit player progression and available world, create content you have to play to access
subscription model, an overall pass to the game unlimited time, and full access to everything in the game. Content is developed with the assumption that eveyone can get anything given enough time.
If you want them to go free, you need a different model, and the development will come to you based on that model, if you want this game f2p till 2.0, expect little to no actual updates to the game till 2.0 (why give out the thing your trying to sell for free, which is content)
If you can generate more money with a lower sub, that is a viable means, that doesnt effect development, but i really dont know if its 5 dollar price point, in fact id say it most likely is not. 2.6 times the people wont play to play. i could see 8, or 9 being a good price point, but 5 just requires too many more successful sales. The fact is a lot of people who dont want to pay wont pay at 5 either, they just dont really want to pay.
The real reason the game went f2p, is because they stopped development for 6 months, an they knew in good conscience they could not charge people while not providing the service of content, now that they have a plan that involves them creating new content at a steady clip, they want some type of renumeration for it, they also want to get an idea how many people are willing to pay now, and adjust their business plan around real data, as well transition the image of the game to a p2p idealogy.
just remember its way easier for them to decrease the price, than it is for them to increase it, if they settle at a number like 5, they probably wont be able to move the price up no matter what, people will mentally associate the games worth as what is the norm.