Preliminary note
Quests in an MMORPG, which increasingly turn the game into a single player RPG, are basically one of the nails in the coffin of the actual genre MMORPG.
In an MMORPG it was and is always about the journey as the goal, so not getting through and maximum level, but about the level phase, the co-op mode, the dependencies of the classes on each other, the professions as a fundamental pillar for equipment, the character development in terms of skills and their content presentation and the group play in the open world, location-based over a period of time, as well as a game world in which the enemies are dangerous and equal to the player, so that it is constantly worthwhile to want to play together with others.
Even though a certain amount of solo play must be present, it must not become a solo game and the enemies completely loveless in the world even harmless pixels.
Nor is it a good thing to have player-controlled mounts, flight mounts certainly not.
For this, however, it is an absolute necessity to totally decelerate the gameplay.
Currently, we're running after quest points, like in a job, and constantly porting and riding and flying all over the world map. Fetch me 5 flowers from the grave on the other side of the game world and then come back within not even 10 minutes is just a totally bad gaming experience, not to mention believable.
The MMORPGs have already through this solo quest principle, totally devalued itself and developed lousy.
I would go so far as to say that they are no longer MMORPGs as they were intended and existed in the true sense. They are a whole new kind of occupational therapy.