I'd mention what i've experienced/concluded and then move onto what your saying and relate it.
So the starting point for us is the same. We need new playerbase that will actually play long-term and not get 'pushed off'. My idea was a stand-alone server with no transfers. Currently the new servers have transfers closed for 42 days and i've actually got to experience the benefits and drawbacks. From a first glance on the new USA server it is extremely healthy but extremely unpopulated. The EN server on the other hand is very popular, i don't know why, i can only speculate that the EN servers are always more active. The very very basic oversight is that the regions with the cheaper ambro develops alot faster then the regions with more expensive. Not a little bit more, a number im not even prepared to say. But that only becomes an issue when the transfers open, otherwise it favours pay-to-win but it doesn't tip the scales of balance. Almost everyone will actually agree with new non-transferable servers, the issue im begining to realize is the demand just isn't enough. And in the event a merge happens with the other side of ikariam, you might aswell not bother
So it's too early to draw a conclusion to that but from speculation, if you solved ALL of ikariams problems and implimented it on a new server, i still feel the player-base isn't enough to sustain. Thats just how i feel. So yes, phone application ikariam is almost vital - people already play on phone ika while its being extremely dissadvantaged with the set-up. Then also advertising. Most new players are old returning players, it needs something to draw that attention again but if they return to current-state ika, it would eventually be unsuccessful.
What im saying isn't even something new. Other games have closed transfers to develop player growth and the minute transfers open, thats when most of the playerbase gets cleaned out. The longer the development time, the increased chance of survival. This is common sense
Now onto the top issue the game faces, and i'd rank them in my personal experience. The very first thing i will say is the longer the game is out, the more developed the community get. So to go back to a perfect nostalgic landscape is not possible, but there can certainly be progress. The example of this is one game i played, the clans were very small, the first could years of the game we were just wandering about not knowing much and having fun. Upon the games new release, everyone knew what to do and our clan was now over 100 people just rushing this once dosile-slower paced game. Urbanization / Industrialization of the game, this is irreversible. Now, my issues in order:
1-Bots ------------------- Ugh. The full umbrella of it, Piracy bots, discord bots, production bots. The population is getting replaced with a fake population
2-Unit-upgrades ------------- People will disagree, i just hate everything about it. I fight you, i fight you fair, why is this even in the game. I got alot to say
3-Cheap ambro -------------- This causes alot of problems. alot. Thats all i will say
4-Multi-accounting ----------- IP sharing is not terrible but this allows too much twisting of the rules. Its basically a trojan horse for rule breakers
5-Banks --------------------- Takes alot of fun out of the combat and takes away vital parts of the game. Creates undefeatable opponents
6-Lenience -------------------- Lenience to rule breakers is hinderance to the rule-abiders. This takes many forms but if i can see it, admins can certainly see it.
7-Locking and Bleeding ---- Its not against the rules, its just not the intentions of the game, like banks but generally leaning on the toxic side of ika
8-Out-of-Touch ---------------- This one you touched on, the developers just don't know. Just listen to the people who do know, please
9-Idleness --------------------- Unstimulation. Time kills everything, there needs to be a draw factor. This could be cross-server wars, events or better servers
There's more, i just need to think about it. I think gameforge need to think about it more. All they need to do is sit down and say 'how can i create new, healthy playerbase. If a player joins a server tomorrow, how can we make him enjoy himself and stay' . A much needed QoL reform.
So most people i've played with over this roughly 3 year journey have quit or is largely inactive, my personal solution is develop in other games in the event this becomes unplayable because lets be honest, this is a foundation-block reform required. In my opinion. Let me hear if my opinions are far away or close to what you've experienced. I will probably add to this post when i have time and ideas