Amarr Battleship (Level 2)
Spaceship Command (Level 4)
Amarr Cruiser (Level 4)
Spaceship Command (Level 3)
Amarr Frigate (Level 4)
Spaceship Command (Level 1)
Large Energy Turret (Level 1)
Gunnery (Level 5)
Medium Energy Turret (Level 3)
Gunnery (Level 3)
Small Energy Turret (Level 3)
Gunnery (Level 1)
Gunnary (Level 5)
The older alternative to this, of course, is the traditional MUD remort system, wherein you start over at first level (with anything ranging from a nominal to major benefit) and play through the game again, but this also becomes repetitious, with players doing it just to remort through all the classes and having mental contests as to how quickly you can level up to 100 again.
My original plan was to do something that I'd kind of seen done before, but never to the extent I thought to do: have statistical advancement be effectively endless. Given the size of the numbers that modern computers can hold, and a properly scaling equation to train yourself, this wouldn't be that hard - with this solution, all that needs to be done in the game world is occasionally making new areas with mobs of an appropriately high level for whatever players have gotten the farthest. The downsides to this are two-fold: first, the power variance between players could become boggling. A player who's just starting the game would have practically no chance of ever standing against a player who'd been on the game for a year. Secondly, I can see how the game could eventually lose its thrill in advancement - yes, you would be playing in new areas, but it might become less interesting when you have five million hit points and you only have to kill two more enemies to have the experience to get up to five million and five!
A new thought I had is to have no statistical advancement. This is to say, your character starts out at, say, 100 hit points and 100 mana and never gains more than that. Through gameplay you would gain access to new skills and spells which would expand your strategic options in combat, but not fundamentally change your potential damage output (or absorption). One might even unlock account-wide benefits, such as different races or some such. The problem here, to me, is also two-fold. One is the problem of continually coming up with new abilities that would let players feel like they're advancing without making them more powerful than other players. The other is having a whole world worth of enemies at the same power level - a newbie could stroll into the lair of the demon lord to get some experience (access/keys to areas could be controlled by time played or total experience earned, but the power level concern is always valid unless the harder areas simply require grouping to defeat).
tl;dr version: what options can people think of for continual character advancement that A) does not lead to a separate end-game and B) provides at least some kind of balance between older players and new? Or does one simply have to choose between the two?