Disclaimer: I know nothing about scripting, and I've never played on a server with a job change NPC.
Anyway, it seems to me like if we went too nuts trying to make some sort of quest for a job change NPC, it would completely defeat the purpose of having one (which seems to be "I don't feel like doing a job change quest"). Substituting one quest for another quest doesn't seem like the way to go, IMO.
I kind of like takhara's idea from page 1 about getting to the freebies after doing 3 quests, but I think I'd rather see them alternated - 1 NPC, 1 quest, 1 NPC, 1 quest, etc. so you end up with 6 each per account. I do think new players might be encouraged to stick around if their first/main, at least, didn't require a quest. It gets them in the door easily, and then makes them have to work a bit harder for the next character. Then another break, and then some more effort. But as usual, I have no idea how hard something like that would be to pull off.
As for rate changes... we have a lot of gears that have come out recently that help boost leveling exp... is there any way to create a gear that would increase item drop rates? Preferably against certain types of monsters, same as the exp hats work, so that you're not getting an across-the-board rate increase, and encourages people to collect multiple gears for multiple monster types. Or even coded to certain dungeons. "Increases drop rate of all items in Thors" or something. I don't know if any of this is possible, but it seems to me that if a hat can be scripted so that it "gives X% chance of dropping Y item" then maybe...? /prepares to be told that this is total la-la-land wishful thinking XD;