Things will be tweaked tonight at the nightly server restart (can't update the config while it's running, and not going to bring down the server for something non-critical). Some important points have been made, and there will be (potentially big) adjustments and buffs accordingly, largely to repairing.
Part of the underlying issue is that mcmmo is very limited in terms of configuration. Much of what really needs to be tweaked, can't be touched. I might just do a custom build of it so that it can be tuned appropriately. The issue is what happens when the game breaks? Not like bugs, but fundamental formulas? The formulas don't level out-- they're tuned around a lvl 1000 cap, and I can't change that. People are reaching that within a week at current rates. What happens in a month? Two months? It's very likely that the solution to this issue is level caps instead of unbounded growth with low exp gain. That's part of what this is about, is figuring out what works, both in the short term and the long term. But I don't think that the economy is going to handle the current growth rates for more than about a month or two, and I don't think bimonthly level resets are what anyone wants.
The hope is to get these things worked out now, instead of in a month when things start breaking and a level reset is inevitable. We haven't had time to sit down, pull all of the formulas out of the source code, and run the numbers on when the tree feller ability makes jungle logs absolutely worthless (hint, it's already happened, which is why the cooldowns got increased), or other abilities are simply out of control. Part of the reason the nerf was so hard was to slow down progress until each ability can be mathed out individually and tuned appropriately, until we can figure out which abilities need longer cooldowns, and which don't, until we can figure out which skills need level caps, and which don't have a serious effect on the server and can be left unbounded so that players can actually have fun competing on the leaderboards.