Does TGEA still require excessive coding for things like spawning and other server functions? Does the packet handling work in a timely manner for 50+ users, or is there a lag/delay or rubber-banding? The biggest thing for me is not having to spend countless hours writing 50,000 lines of code because every creature in the game needs its own 10-line ruleset. I think the "mission editor" for Torque seems fairly straight-forward, but going far outside the FPS or RTS realms seems dangerous.
For an MMO, I think Multiverse, and possibly even RealmCrafter seem to have more potential. There are of course much better commercial options out there (BigWorld, etc.) but I'm really just talking about the indie scene. My question for you would probably be: Without breaking any of your NDA requirements, how far have you gotten in your MMO coding for TGEA, and how long has it taken you?
-Brihtwulf