It seems that most games these days just have “Here’s your direct damage, your AoE damage and your defense/healing spells”. EQ had a lot more utility spells, things like summoned weapons and armor, light items, mod rods, summoning food & drink, identifying item lore, sense animals, sense corpse, True North, memory wipes, charms, enhance factions, illusions, various forms of invisibility, shrink, summoning a character, sending a creature back to its spawn point, travel speed enhancements, levitation, water breathing, etc.
Base skills had a lot more too them. I remember trying FFXI and my thief had like four class skills vs EQ’s Hide, Sneak, Evade, Backstab, Pick Locks, Pick Pockets, Sense Traps, Disarm Traps, Disarm Weapon, Apply Poison, Safe Fall and so on.
Even for items, EQ had more equipment slots than any other MMORPG I played which gave more opportunities to mix effects, go for resists vs AC vs stats or whatever.
I’m sure some of those effects I listed are in other games. But I noticed most games after EQ were much more streamlined to “hurt/heal” and had fewer interesting things you could do. I think a lot of that goes back again to the “design a world” mentality of the original game where it felt like they were trying to replicate an AD&D style fantasy world with lots of different effects rather than “design a game” where all that matters is DPS vs Hit Points.