Paludal Caverns by far. Got mentioned a lot in this thread because it killed the low level game, but imo it's the main reason to hate Luclin. Nothing could be less immersive for a game's newbies to roll a new character in Norrath, promptly take the Nexus port to the moon, and go to some nondescript caverns to kill bandits for 30 levels. Great if you are a raider rolling a new to-be-max-level character, terrible for the rest of the game.
Corollary to this is AAs. Again, raiders loved this because it gave them a reason to spend thousands of hours on their main character and provided some character balance. Bad for everyone else who didn't have those thousands of hours or did have them but didn't want to spend them in a single MMO. Added detriment of further killing the low end game because people who might have normally rolled alts are busy getting their 59th AA point on their main or whatever.
And of course there's the feel. If you are a raider and could care less about immersion and more about fight difficulty and pixels Luclin had a lot going on - high end content for months and mobs with a million hit points to shake your sticks at. If part of what you liked about EverQuest was walking across the long expanse of West Karana or exploring the dungeons of old Guk, Luclin basically killed this for you. You went from a thriving fantasy world to cats on the moon and a bazaar full of static adventurers that you could buy adventuring gear from by right clicking on them.
TL;DR: if you loved raiding you'll love Luclin, if you played the game for other reasons than to get to the high end game you will hate Luclin, and that's probably why you're seeing such a dichotomy of opinions about it.
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Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric
Brallos Rek - 43 ogre warrior
Crallos Rek - 35 ogre shaman
Timothe - 31 human enchanter
Variol Cutthroat - 27 human paladin
Telehr - 23 human magician
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