My preference ofc is biased and I'd prefer the 'no damage scaling by level' to go. But analysis indicates that the best way to achieve what you imply as a wish in this thread is actually for the Waterfall Stats to go, and put the other 'half' of player/character power into skills (with a nice base progression on Main Weapon damage for gear reasons to maintain the 50% of character power part).
So that's what I'm expecting, based on what I understand of L2, since I bet Steven and the team will have a goal relative to new players that is more similar to yours.
I'm too dumb with proper gaming mechanics lingo, but from the ashes wiki quote on waterfall stats, that sounds fairly similar to how L2's stats worked (though I'm not fully sure if classes changed growth directions too). Your stats would just grow reaaally slow, but each point would have a fairly noticeable impact (a +4 would be felt greatly). And gear set bonuses would usually give up to +3 (+4 in very rare cases) of a stat and quite often would take away some other stat too.
And so in L2 we had meaningful stat growth, gear that impacted your power (through def values and set bonuses) and pretty slow ttk if the buffs on pvpers were equal (very slow with 0 buffs).
As for the "no scaling" that's not quite what I was talking about. There would be scaling in pve, but it just would be "slow" because the gear acquisition would be slow. And with gear representing 50% of power and, most importantly, your defense values - if you don't have gear that's much higher in "lvls", you gonna get bonked pretty hard even by a lower lvled mob. And the same would obviously apply to pvp.
And yes, a big chunk of the remaining character power would be in abilities, but imo it should be augments and specializations rather than purely the existence of particular abilities. This way your vertical ability progression would be fairly short, but then you'd have a shitton of horizontal progression in all directions and with considerations of all kinds. And mobs would require those augments too, so you'd either need to overpower them somehow or just have a partymember who has a particular school of augments (solos would just be choosing who to fight).
L2 kinda had that too, but on a super basic lvl. Mobs had resistances to different weapons and elements and classes had different weapon specializations and different attack elements on their abilities. Some classes had buffs against particular mob types too. I'm sure FF11 had something similar or, most likely, a much better system (I think we might've even talked about this before?). Due to Ashes allowing us to use any gear - we'd need to find specializations elsewhere, which is where the augments come in imo.