I think any new D&D game will stand or fall on how easy it is for GMs to write their own modules, and/or host their own servers. That was ToEE's biggest failure - it basically wasn't designed to be modded at all, the community patch was a testament to the determination and knowhow of a small number of fan/hackers.

Conversely, NWN's great strength is the huge library of fan modules and mods that you can still download for it. NWN2 was harder to mod, which was particularly sad because its original campaign also marked an all-time low (so far) in writing quality.