Sean, I'm inclined to agree with Ryan Scott's assessment as opposed to yours: companies need to stop trying to create MMO's, because the race is over. Blizzard won.
Rather than being transfixed by WoW's numbers, think about all the money lost by other efforts at creating MMOs. They're expensive to develop, expensive to launch, and anyone who attempts to do so is confronting a deeply entrenched competitor. And while the Eastern model is interesting, American and other Western markets seem resistant to that kind of business. We're not cybercafe societies.
I would argue that the bigger problem is in development costs, which I think you can tie to a rather undifferentiated line of products. You've written and spoken about last year's many "workmanlike" games, and that's a point of view I agree with. The problem is that a lot of these companies are burdened with competing franchises that are expensive to develop. How do you set your FPS, action-adventure, or RPG apart from the competition? Pour a ton of money into development and marketing, then pray. I think that, more than anything, is eroding those profit margins.