It sounds like your beginning to experience the core problem many people have when they've played CO for a while, in that the lack of things to do due to a lack of updates begins to reveal the main problems the game has. For me, it's the lack of depth and build diversity that comes with the metagame of it. It sucks in many ways because, for me, it's at a point where I only use a few builds, unless a nerf head gets his way, in which case I merely change my build to the next thing, and keep it to myself.
I logged in I think Thursday night, and the lag was so bad right off the bat as to be rather hilarious. But my attention just wasn't there that day, and it's been becoming a routine problem. Roleplaying in CO is only fun with friends but even with friends it gets old, especially when your scared of implementing any plots due to so many players also being bad at roleplaying.
Whats really bad about the game though, besides a lack of depth and build diversity(due to the nerf heads complaints being the ones the devs heeded over the more sensible complaints), is, well, the complaints are often misunderstood. As I said in the parenthesis, the nerf heads are the ones who's complaints often get listened to. But whats bad about that, is besides the ever decreasing diversity in builds and decreasing depth because of that, but the fact that any idea that COULD HELP THE GAME is ignored, and often shouted down by the trolls/nerf heads. They got this extreme view that the game should play a very specific way, but when you only have one viable strategy you got no depth.
One guy mentioned likewise it's a shallow view to have a "your either high damage and low durability or high durability and low damage". Which, course, is also very shallow. But the devs just didn't listen to anyone who said "hey, crowd control should be more useful in team play", or "Uh, dude this is an impractical ability, it may be devastating but it's near unusable!". They kind of refused to listen to the meta-gamers who knew what they were talking about and instead listened to the scrubs. A few of them(scrubs) might be good players, but they got that general mentality of "this is the only one way to play and the game should be this way", with that extreme unhealthy bias that results from it clouding their judgement. And of course, the fictitious rules.
It's like an fps developer listening to the campers and then only designing every map for camping, because some scrubs thought camping was the only way to play. Rather than listening to the metagamers who know how to destroy campers and designing maps so that camping suffers from it's lack of initiative. Or a fighting game with no counter to blocking, zero, zip, ziltch, because some scrub demanded and managed to convince the developer to get rid of throwing.
I was actually annoyed at the vehicle change for a reason, because they over-killed the nerfs on them, rather than stick to the scope they had of keeping vehicles roughly in like with a decent freeform build. It drove many away. But I was more annoyed, and I still get far more annoyed, at the dodge nerf, because it didn't really encourage any variety of builds. In fact it eliminated build variety and it made the game far more prone to suffering from the unholy trinity when the fire and ice rampage came out. Many of the scrubs even ignored, outright, how dodging worked. They acted like avoidance performed the same at 50-60% as it did at 80%, which was a complete lie. There was a HUGE difference between taking only 20% damage from an attack you dodged vs taking half the damage.
I'll never forget how a damage/pet hybrid build got completely ruined due to the dodge nerf. It was tough enough to live and do damage, yet it supported the team very well in a proactive manner. The dodge nerf made it completely impractical. I'll also never forget how unviable PFF became as of the dodge nerf. Both builds ended up going generic, ignoring dodge and treating dodge entirely as a dump stat, just as it was in the earlier days. Back then dodge was utterly useless, heck even LR was 100% unreliable due to the dodge penalty that 90% enemies imposed on you; they all used fast snappy attacks so they bypassed your dodge chance entirely.
See, a lack of updates and generally only a few bad ones kind of causes me to see more of the bad and far less the potential. Did and does CO have potential? Sure, but it'll never be tapped into if the devs continually listen to the wrong people. And it tends to reveal to me more how poorly thought out the changes they did make tend to be.