I believe in talking plainly. So that's what I'll try to do here.
1. The MOST important reason why Funcom decided to develop and market AoC MMORPG is because the company believed it will be a profitable venture. There are other reasons, to be sure. But that's the most important one.
2. WoW is by far the most popular and profitable MMORPG in the industry. If AoC could earn 1/10th the revenue that WoW is earning for Activision Blizzard, Funcom (and its stakeholders) would probably be pretty happy. If it means making a class who can turn into an wolf and throw down totems, the stakeholders couldn't possibly care less.
3. Average players don't post twenty posts on the forum a day. They have a life. They play games for fun; it can't be their second job. They constantly have to consider how much a game is asking them to invest and how much the game is giving back in return. When the time invested:reward gained ratio is too low, they move onto another game.
4. AoC is focused towards hardcore players. The game expects you to grind the same faction quests/dungeon/raid/battleground for a month just get one piece of gear (if you are lucky). A lot of the dungeons are too hard for gear level, pvp progression is too slow to become even remotely competitive for a fresh 80. For someone who has a full time job, AoC is not a game; it's work. Average players don't care about open world pvp or seige warfare - its always about who has the biggest numbers on their side. They also don't want to go through the nightmare known as leveling to 80 in AoC for two months just to play the actual game. Rule of thumb: if a feature was really something average MMORPG players wanted, WoW would've promoted it a long time ago.
5. AoC is still catering solely towards hardcore players. Funcom needs to evaluate if a few hardcore players are enough to generate the target revenue.
Tl;DR: AoC is work for average gamers with jobs or exams. The return is too low for the time invested. Funcom can't sustain AoC by catering solely towards HC players who take pride in devoting unreasonable amount of time in a game. To be profitable, FC should've paid attention to the needs of average gamers instead of the preference of hardcore players and like minded developers.