But RIFT isn't better than this.
Rift excels its MMORPG contemporaries in numerous ways. Since most of TOR seems based off of TBC-era MMO mechanics Rift pulls very far ahead of TOR in these aspects. Rift has one of the best user interfaces in the business, meanwhile, TOR's UI shifts between obtuse and perfunctory (the inability to turn off smart cam is just...yeah). This judgement may be premature because of my inexperience with TOR's flashpoints, but they certainly don't seem to be on a track that speaks to any sort of craft or quality. It is also rather absurd for any MMO in 2011 to not have a dungeon finding system that assembles groups, so TOR gets docked even further in that area.
In terms of content Rifts also made for a much more interesting overworld that promoted the right kind of group play, and only showed up when there were the people around capable of doing it. The zone design in Rift was also very far ahead of TOR. TOR zones have rather abysmal back and forth flow, needlessly sending players through dangers zones, places they've been before, and creating needlessly long routes to and from quest hubs. TOR buildings are massive, cavernous, mazelike monstrosities that require map navigation, and zones lock players out from exploration, and present barriers and road blocks that repeatedly send players down paths they've already traveled time and time again.
Then there's the combat, which generally feels more responsive in Rift, and going hand in hand with that the class design is leagues ahead of TOR. The eight-spec system where players can swap between radically different roles is loads of fun, and it makes the locked in, copy and paste class system in TOR look prehistoric. And of course the actual talent trees in TOR are abysmal. Many of the available upgrades are demeaningly incremental and meaningless. They are quite frankly some of the most boring talent trees I've ever seen. Rift has very strong talent trees with loads of variety in specs to support much more engaging and well designed classes.
Rift feels rushed from an art, story, and technical perspective, and there's no hiding that the game was pushed out rather quickly. Still, it's well constructed and thought out on a mechanical level, which is the most important thing to me. TOR seems to be running on a system of, "Is it not completely broken? Alright leave it and keep working on other stuff to get this out as fast as possible." It is mechanically unsound in every respect. Entire classes seemed to be based around mechanics that are impractical and poorly implemented (like cover) that make play overly complicated, and others sit on the opposite end of the spectrum and let players faceroll their way to victory. There is just so much TOR could learn from Rift to become a better game.