As the OP I feel pretty bad about ducking out of my own thread for several days. Work got in the way, and by now there's too much to respond to so I'll address some of the things I've read that caught my attention.
The idea of utilizing Dis and the Shadow plane as new hubs for evil do not strike me as particularly helpful. The server already supports this kind of deeply isolated evil RP extremely well with Sencliff and the underdark server. If you want a remote and relatively safe space to explore evil RP with other evil characters Arelith has you covered pretty well.
Suggestions like bringing back Wharftown and evil-ing Guldorand sound much nicer to me. Wharftown might be a little problematic because this would undermine the hard work of the actual players who led the storyline of its destruction. Guldorand is apparently joined to the hip to Myon, which is a problem there. But in general I would support either of these, the use of any other existing settlements like the logging camp, or the creation of a small new settlement.
Another debate I run into repeatedly is weather evil characters need a hive of scum and villainy where zombies and demons run free or if we need a more subdued area for shady characters. In this one regard I think Sencliff is actually an excellent model. The one rule for entry is that you can't have a good alignment, but players have to sort these morals out for themselves. I have encountered several pirates who will actively shun necromancers, although there's a player enforced rule against actually attacking fellow ink. The fact that people can't agree on how evil Sencliff is supposed to be could be seen as a bug, but I see it as a feature. So the "what degree of depravity should be accepted?" question can be solved organically through the emergence of a local player base and need not ever be neatly resolved.
I would also add that while the sailing system does sabotage good/evil interactions by isolating evil players, a similar system where evil land based characters could set up a road for robbery would be hilarious. Once a road is declared as being under attack, Instead of random Cordorian vessels, NPC town guard patrols or NPC travelers could appear who ask about your business and go hostile when you say you're out plundering.
A land-robbery mode would solve a few problems:
It would make land robbery more fun, especially in less trafficked high level areas. A
If you set your ambush and don't find any player characters to engage with for robbery RP for literal hours, you still have a pirate style experience with XP and gold from random encounters robbing travelers and law enforcers. This would actually incentivize bandit role play mechanically.
Killing random NPC travelers and guards for their gold would be an evil act, and finding out that an area was currently occupied by bandits would facilitate opportunities for good versus evil role play when locals get wind of brigands in the area.
I realize that placing an elaborate suggestion in a feedback thread is frowned upon, but it's an objectively amazing idea so there's that. Anyway, apologies for the digression. The main point remains: there's actually no place to be a prolific naughty boy without sailing in circles or otherwise hiding from conflict with other players. This is not just a problem of server culture or lack of initiative, Arelith just makes it a virtual impossibility through basic geography and in-game incentives or lack thereof.