@Arkandel I think a number of the things you're discussing actually are handled pretty well, even if it is in a less obvious way.
There's continuity and a persistent character in the meta-story that's genuinely fascinating, for example.
There are power imbalances of a sort, and it is marginally keyed to activity: the more you do, the more you tend to know, and that's useful in the game -- it just isn't represented in the form of XP to be spent on stat increases that would often be implausible in a scaled-down system that rarely has a storyline that lasts for more than a handful of IC months.
Information, role (today's leader is tomorrow's janitor and vice versa), and connections are 'soft power' and both are important to the story, the characters, and what those characters are able to do in a particular scenario. Sometimes this results in positive or negative modifiers if and when relevant.
Activity also earns a character 'genre points' that can be used in the current story for special actions and effects.
They key here is that they are also not permanent. This is a great reward for activity, without hamstringing people who can't be around as often for a month -- it gives them a chance to be on an even footing again the next time, when the people who were more active today may have the busy RL month instead. It is the most mind-bogglingly fair approach to the 'active players vs. passive dinos' debate I've seen to date. Just because numbers on a sheet don't swell over time or with bursts of activity, it doesn't mean the idea of power imbalances IC are erased.