Valid concerns. I really don't like the amount of time needed to find a properly challenging adventure with a party.
However, static quests on a persistent world I find degrades its verisimilitude. If they could be made dynamic, in place of, for example, the instance of the quest being an item to be retrieved from a certain dungeon, that it wouldn't always be exactly the same every time for that dungeon. On a server I used to play on, everyone was familiar with the farmer who lost his wind chimes to the kobolds in the hills. Then folks start to RP that like it's normal for him to be loosing his wind chimes to kobolds all the time, even though it doesn't really make sense. It's something I noticed in particular in PotM. They don't use the quest system and I thought it made sense.
Aside from that, I think the Mist camp could be further utilized for some sort of a quest system. For example in the conversation with the caravan master, there could be an option in the conversation that only appears in certain conditions, maybe when there are at least N number of people in the vicinity. The option could always be the same if the conditions are met, and be nonspecific, like: "Let the mists decide." ...or something that doesn't indicate a specific location. Then when the people are inside the caravan, and the bell is rung, their average level is calculated, and based on that number, the location they are taken to is decided.
That location could be unique and inaccessible to others whilst the party is in it, and always have the same spawn. Then some quest could be tied into that area, perhaps a dynamic one. Actually, if the amount of these special kinds of 'adventure areas' would grow over time, and we'd have a lot of them at some point, a pseudodynamism can be achieved, in the case where for a single party, an area from a set of areas could be randomly picked each time they travel to one.