The problem with events is and always will be the same; them being non-dependable (as in, individual events will not always be there for you), non-guided content, different people with different play styles and conceptions/wants/needs from an MMO will have extremely different experiences. Basically the thing is that for some people, an MMO is a game, while for others it's an experience.
For those that feel like it's a game, not having definite, reliable goals will frustrate them. They will gravitate to the one pieces of content that are there in the map, Hearts, and will measure their progress against them. If they're lucky, they'll stumble into enough events on the way to boost their levels to get by. If they don't, they'll be forced to play the events they do know, over and over. Needless to say, their experience with the game will not be a very positive one, and they'll prefer any traditional MMO to this.
For those that think an MMO is an experience, this game is, however, perfect. They will mostly ignore Renown Hearts, and instead explore every nook and cranny of the world. This will take a lot longer but will inevitably make them stumble upon dozens upon dozens of events, particularly those that are not close to any Heart (which are usually the most rewarding ones, since they feel like discovering a secret). They'll also get gathering experience, plus experience from exploring, vistas, points of interest and waypoints; the offbeat, relaxed stuff. Since they'll, and this is the crucial difference, be already be enjoying themselves at this point, most often they won't even look at their level. Leveling for them will come unexpectedly and effortlessly, as a side effect of playing and enjoying the game. They'll typically be a couple of levels or more above any content they do.
The key point is that these groups will hardly be able to understand each other, and any discussion between them will be difficult, if not outright impossible; they might as well be playing different games, indeed. Worse, each experience is a slippery slope in an opposite direction, leading to further polarization. The first group will enjoy the game less and less as they grow more starved for levels. The second group will not even notice the existence of levels, adding to their immersion and enjoyment.
This is what I've noticed from others' recollections and experiences. If anyone from each camp wants to add anything, feel free, but at this point I think further discussion on the matter will be as fruitless as it has been for the past few weeks.