You're welcome to your own opinion, but I respectfully suggest that you may be misremembering a few things:
Drain macroing was already widespread by November 1999. ACExplorer dropped January 2000, SplitPea officially released in February 2000 (although most had the alpha sooner), ACTool mid-2000, Decal was released within the first year and widespread by end of 2000. This stuff all happened incredibly fast.
CoD had everything documented for the base game pretty much at release (thanks in part to the official strategy guide) and kept pace with updates at most within a few days. ACExplorer (as mentioned) automatically fed from the CoD database.
This is part true but mostly false. The major XP grind dungeons were introduced in June 2000, and they fundamentally changed the character of the game by encouraging all players to grind monsters to level infinity.
I'm not sure that's a huge improvement over the base game, though, which was ultimately powered by camping high tier chests for random loot. If you don't believe me, please look at a list of release dungeons and quests - with very few exceptions, the reward is a random chest pull. A part of me really likes the purity of this design but ultimately it's just grinding too.
Min-maxed characters weren't powerful at low levels. You'd always take some combination of 10 end, str, quick - often all three - which gave you no HP and no way to run away from enemies. The most aggressive mage templates at the time didn't get meaningful offensive magic until mid-20s.
Launch low-level content was capped level 6. By the time any of these characters were powerful enough to survive launch content, they were too high level and weren't even allowed to complete it. Beyond that, the content wasn't extrinsically rewarding (as previously mentioned, your reward was usually just a chest pull - often not even a high tier chest); it was very far out of the way once most of the launch outposts were destroyed/replaced with training academies; you were too high level for that content by the time you finished an academy even if you wanted to do it; and unlike the 'modern' starter town quests and the society quests, none of the off-grid starter quests were properly maintained, so even if you were low level enough to get in the monsters outside were certainly too powerful for you to handle, and the monster weenies had undergone many years of tweaking and rebalancing, so the monsters inside would obliterate you too.
Which, I think, hints at what I said before: people really stopped running these quests because the game changed. Partly because the players started playing with it differently, but mostly because the developers changed the game to the extent that it wasn't really feasible to do them.
But mostly the changes. Before Sudden Season the game was very loose and self directed. Sudden Season introduced a strongly linear story-based quest (Lost City of Frore) which, while really cool at the time, was a radical departure from how quests and dungeons were designed before that. The developers shifted from providing dungeons for the purpose of exploration and chest pulls, to story/quest dungeons for the purpose of killing a boss at the end.
I'm not arguing which approach is better. I'm just saying it's different. Asheron's Call in November 1999 was a completely different game from Asheron's Call a year later, in all the ways that really mattered.
That's all true, but doesn't offer a satisfactory explanation for why future games were able to recapture this magic while providing nothing more than Asheron's Call on paper, even though Asheron's Call clearly lost the script within a few months of release.