As an introduction, please watch this video about what should be a mantra of game design: "Fail Faster".
The idea behind it is that no idea starts perfect, and less so it's implementation. It is crucial to put an idea, or a game mechanic, to the test as soon as possible, even if that means playing a prototype with very rudimentary graphics and sound fx. Because the faster that idea fails, the sooner you can start, as a designer, to correct it in order to make a better game.
Some games use a dedicated server to test early, even wild experiments. Would Salem development and its community benefit from that? I think it will.
Right in this moment I would much more like to play on an experimental server where game mechanics change every week and balance is tweaked every couple of days if that can help deliver a better Salem MMO sooner, rather than grinding my way up to 100 biles with the current mechanics. But that doesn't mean we should abandon the main server, even if not a lot there are people who like playing Salem as it is right now and it wouldn't be fair nor productive to change their gaming experience too often and too radically.
So the idea is to have two open servers, a main server where long-run progression is being experienced fully and a proper test server where (when appropriate) one would directly jump in the shoes of a 30, 50 or 90 biles character in order to test out wildly different ideas and new content. Like a different world generator for example, would bigger biomes make sense? Would it be fun to have soil purity associated with geographical position? Or maybe different combat moves and weapons, does adding a strafe move or a lasso break combat?
Then, when set of mechanics and tweaks becomes well established and it is pretty clear that the one tested is a better game than the previous one, the new content could be imported (not necessarily wiping) into the main server and an other cycle would start.
Let's try more diverse and new things, let's Fail Faster.