Another sterilized generic MMO? No thank you.
Counterquestion - where the encounters significantly better in FO1/2? What was their purpose? What did they do better? What not?
When I replayed Fallout 1 again, after years, I have been seriously impressed by the encounters, because I didn't remembered them anymore. Compared to Fallout 2, it's just a totally different system and feeling. It got me when I have done a caravan run with the Crimson Caravan and met "Raiders" .... which have been ghouls, armed with spears(!). You will never find something like that in Fallout 2.Another example being the maps-- no trees, no broken up desert ground, some parts of the worldmaps are solely desert sand (which inspired me to change the maps on the whole desert plains area on the westcoast).
I figure encounters are by nature repetitive and kind of inherently a flawed idea, but I also think tying it to level is the only way you're going to be able to put players up against stuff they can be expected to defeat - the only way I think you can make encounters even vaguely enjoyable. The world is too vast and the quests are too dotted around the map to create a kind of expected path for the player to take.
A simple reason why i am against the OPs suggestion is: I am lvl 21 i want to craft Leather Jackets/Armors. I simply cant hunt geckos and brahmin anymore because they are too low tier for me so im reduced to alting or trading.