That was my argument. Thievery only appeals to vets. This game cannot survive on its current population of vets. Even if every single person playing right now was a veteran and loving thieving and 100% would sub for it, it's not enough IMO. The game needs to convince people who aren't vets to play. Because the global population of players who agree that the game is good enough to play is not large enough to cater to them.
The flaw in your argument is it is short sighted as well as it makes an assumption.
First off, why did people become MO1 vets? It's not rose colored to say more was going on in the game. People might be running more parcels now. New parcels, new destinations! But it's not as active, or it wasn't when I came back for a sec.
The vets already quit. Thievery appeals to vets because they were able to get people in close proximity at one point, so people could interact. Sure, a lot of people wanted to grief, but a lot of people wanted to stop them, too. It was a dynamic that drove the game, even beyond politics. ARPK / RPK was the ultimate war of MO and people would often make guys like Aralis write long posts explaining why they aren't really ARPK (even tho they present themselves as such.) Same with Koto, Kuth would come in and say he's not, but he still falls on that side. He postures as if he is. And that's not trying to stir shit with Kuth, forget it was even said. It's just the prove a point that there was an everlasting force driving the game, and they took that away with various things. Thievery is one of those things.
You can't say all new players would dislike thievery. You never played MO1! Did you? I forgot... haha, but I'm pretty sure you didn't.
Anyway, the vets are not a part of the global pop that thinks the game is good, nor will they be, nor is anything but drastic change going to MAYBE convince some of them / new players to actually come back. However, there are people who are thieves who would come back and sub for it. There is a big unknown on the other side, to say that they can make the game desirable for anyone to want to play is a stretch at this point. Some people would play for thievery, for awhile at least.
If people are going to quit because of thievery, that's even worse than quitting because of siege and goes to show that driving off 'the vets' was actually the wrong move, again. There is no way to fix the combat that people will want. I dunno what people are on, but they don't seem to think like me. I know some of them do, but those people are increasingly less visible here.
Where as putting in thievery, as it was, is not that hard at all, and it would add way more content than just about anything else. Would it save the game, no, but it would at least make a portion of the population feel like they weren't lied to. It might also make people realize that having constant conflict and having to pay attention at all times is one of the reasons people played MO1, and that even in this 'weak era' of entitlement for gamers, it would still be more successful operating that way.
Once again, the faulty premise that drove MO to become xtra carebear, IMO, was that steam release killed MO1. Steam release basically showed what happens when you thoroughly offend your player base and don't have contingency plans. Steam release --> fail ---> Haven. If you think of that progression, you realize how SV does things. The whole idea of CAN'T FAIL IF U CAN'T DO IT neutered the game.
But I agree combat is trash. I agree with a lot of your finer points on combat, but I think you are dreaming if you think that combat is going to be good faster than they could put in thievery.