As mentioned the hero engine is one thing, but the biggest issue with ilum imo is the horrible design. If you have a design that causes the whole server to fight at the spawn of the map ofc it is going to lag like hell, I mean cmon, huge map with 3 meaningless and poorly designed objectives. If they had any clue they would have a design that forced people to split up and not all gather at one spot.
The rng bag system wasn't that bad, it was just frustrating putting in the same effort as your friends, then watching them get full BM in no time while you got nothing.
Couldn't agree more w.r.t. Ilum. They need a system with objective boxes/chests spawning at truely random locations throughout Ilum. And no I do not mean rotating amongst 20 fixed locations. That just causes crowded camping and the attendant lag. Truely random locations. And if one faction is winning most of the spawns in the last say 10 min, then there should be a higher probability that the spawns occur near npcs of the other faction. Proceeding until spawns actually occur in the losing side's home base.
As far as the RNG system, it was bad. That does not mean all RNG loot systems are bad. If they had made BM bags cost 3 times as much and made the chance of a a BM token 3x as large, everything would have been fine. But BM did not understand the statistical theory behind one sided (downward) variance and the result was thousands of pissed off customers. Math matters.