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A Brief Defense of Leveling
First, without a more concrete example of what you mean by "power differential", I feel like I'm reading a distinction without a difference. Is there a distinction between a power differential and a leveling barrier? Probably. Is there a difference? Not that I can see.
For instance, suppose I sign up for an MMO that my friend has been playing for the last year. He's deeply immersed in the storyline and events of the world. I arrive, dust off my bags, and look around, awed by my surroundings. He gives me a helping hand - using his fiscal power differential to assist my weakness. We move on adventuring - I have questions: he can answer them. This overcomes a barrier somoene else might face: a lack of knowledge or understanding. We group up to go killing: I get little gain from it, because he's "doing things for me" - mostly I gain from understanding so when I return, I'll be equipped to handle things myself.
If this is what you want to preserve: 1) I don't see where it's being hindered today; 2) With regard to where it is being hindered today, I don't see how your approach is fundamentally different. If game designers want to 'force' players to progress incrementally (by, say, stopping cash transfers between characters outside a given level range that exceed a certain value), then they disagree at a philisophical, not an implementational, level. Which brings me back to my point: I get the distinction--I don't get the difference.
With that being said, let me breifly say why I like levels--and I'm mostly stealing from Thott, because he already said it so well. In fact, let me copy his thoughts: