I'll avoid going my usual route of saying the hobby's in a slow, steady decline due to the telnet-based protocol it's been burdened with, and deal with "the hobby" exactly as it stands today.
So!
What do you consider to be a major issue in the hobby as it exists today?
I'd say the biggest problem, and I include myself as part of it, is we're reluctant to try something new.
Sometimes that just means we have a plethora of MU* which aren't any good; that's not a bad thing on its own since they're offered freely, but it lowers the bar. With every new sandbox game basically cloned from the last one - down to the policies and procedures but with some cosmetic HRs which are basically pet peeves of its runners - the standards are just a little bit down, players' expectations of what we can do with the medium are just a bit less.
But they get players anyway because they are familiar and offer the same shit we already know how to do; I'm definitely a culprit here. I don't wanna learn new systems, I don't like it, so at times I've settled for things I knew were subpar, whose staff had no enthusiasm for the material or creativity to invest in their work, and there was no pride about the result. There was no passion in it; it was just some code running over a code with a grid - there you go kids, we're done here.
Why do you think it's an issue?
Because new projects, ambitious ones, fail way more often than not. Obviously that was always going to be the case - novelty comes hand in hand with risk after all - but I've known developers who couldn't even find enough collaborators to begin working on something. Many interesting ideas are failures to launch, usually for the lack of a pocket coder to do some customization although that's not the only reason... and going through all this, investing tons of hours and sweat into the gruelling process making a new MU* is only to see 10 players on at launch can be heartbreaking.
So some pretty cool things might be aborted in favor of yet another $city of Darkness. I don't think this is an issue, I think it is the issue. We're at the point we have almost nothing to lose by innovating and perhaps a lot to gain as a hobby, yet we aren't doing it.
Do you have any ideas that you think would help resolve it?
I think it'd need to start with coders. Most of the time that's the main roadblock; there are damn few available, but unless you have some guys to at least mentor new ones games die on the conceptional stage. Either a potential game-runner is already networked or they are not, and in the latter case things are very tricky.
There is also no structure about it. If you don't already have a crew how do you start a game? Make a thread here (and be told by twenty people why it won't possibly work but hey, you go ahead and try and waste your time), which gets derailed three posts into it with stories about that one MU* five years ago and that guy, what was his name? How do you recruit help? How do you actually have a proper brainstorming conversation which stays on topic and which yields some interesting ideas that can maturate into actual systems? There's no roadmap - no successful game-runner has actually put this shit together to document the path to actually making their own MUSH a reality back in the day so new ones could learn from their mistakes.
Ideas are a dime a dozen. That's the easy part. Turning them into games is fucking hard work and there's almost nothing out there - other than on a purely technical level (that does exist, courtesy of many hard-working folk) - that can help make cool new games a reality.