I think we should start fresh with a lot of stuff, we should not try to hack poor plasma to death and rather work to make something legal.
If we do make some kind of fan-run Uru-Style MMO, I would push for some kind of dynamic-P2P, a hybrid. The way it would work is, if someone has a fast upload speed then they serve their ages(avatar movements/emotes/chat/etc.) the public areas would always be served by the main servers. Just think of the server being a super-client, rather than a server. It would be beefed up in the server parts and there would be no GUI.
I imagine all the file serving to be P2P(much like bit-torrent). And with the official server being just a super-client, it would download the age and then serve it, just like everyone else.
There seemed to be lots of people who could run UU servers from their homes. I don't have enough bandwidth to do that, but those who have lots of upload speed--they would be the ones that could run an age, if not a few ages.
The idea I have for age creation would go like this(after age is approved it will be added to the library, in which case, the official server downloads and serves the age):
You link to your new age then, you want to have some friends come(the only instance of the files is on your computer). So, you give them invites. They link in and get the age served to the regardless of what your upload speed is. As they download from you, they are added to a list on the server, something like this:
<agename><ownerID>
<ownerID><download speed/upload speed>
<PlayerID><download speed/upload speed>
<PlayerID><download speed/upload speed>
</agename></ownerID>
Now, when someone comes to the age again, it checks upload speeds and then looks up the player with the fastest upload speed. If this player's is offline it goes to the next best speed and so on.
Now, the worry about P2P is that this could tun into 2ndLife, not because 2ndLife is P2P(it's not even close to P2P) but because with P2P comes a lack of buffers, you are actually contacting another person direct(EEEEP

). There would be no laws about age's content until it got to the main-stream(nexus-thing, which means to the main server), this is bad unless the laws are very strict and the Maintainer's tools powerful.
By powerful I mean POWERFUL.
Such as...
Being able to download and play an age without invite or warning.
P2P lockdown if age has bad stuff in it(no one would be able to use an invite to an age that's locked down).
Now, the problem with P2P-ish stuff(like MOUL) is that open-source is not really an option.
Well, as long as you don't try to connect with your modded client you'll be ok.
This is why 2ndLife has to do this:
"Your client must ask the server if it's ok to breath."
-Lontahv
Yes, it's true. That is how it can be open-source.
If you can mod your client's code, you can send viruses to others and, hack the servers.
I think that the code should be open so people can work on it(and test it in another grid/server/thing/universe).
But, every time you try to connect is does this:
You connect to auth
Auth sends you an executable and it checks your files and client.
The executable sends back an MD5-checksum to the server and checks it to clients past and present, or at least the main files.
You can't have P2P and have it be super open, it just doesn't work. Ever wonder why Skype has no files, just a few plugins and an executable?
Sorry for the long post.
~Lontahv
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).