Nothing wrong with conventions, it's the execution that matters.
Remembering Half Life (since the dev brought it up in the interview), the game greatest strengh lied not in the innovations introduced (albeit the game DID redefine the genre), but it was based on the fact many of the conventional elements of the genre up to that point were masterfully excecuted.
After playing WoW for almost 6 months, i learned a lot about what goes on in those games, and i must confess some people have really odd expectations when it comes to MMORPGs and often times many of the things people want are just not that easy to implement given the scope of those games.
For starters, the basic concept behind a game like WoW is very similar to Diablo (for all intended purposes they already made their Diablo 3), and that's already a daunting task in and of itself, and still that is only your starting point. Blizzard didn't go very far from there, nobody has. Ultima Online is still the benchmark of what is possible with those games, and i'm not sure the current state of the industry will allow for anything more.
That said, focusing on making the basic convetions fun is still a worthy goal, and that's what Mystic seems to be doing with this game. If i ever wish to try a MMORPG again, their game seems like a decent pick, if anything...