I really like the upcoming changes for LFG. It shows a well-thought out solution, which understands the problems it’s trying to solve too.
For example, having the system teleport you to and from the dungeon is an amazing change. That alone will create usage of the LFG system, because of the time it saves travelling; and allows people to keep doing their daily quests or whatever until the full team is assembled.
So often, the time-sink in a group is every lazy bastard waiting for someone else to fly to the stone.
On balance, I see the rationale for the need-greed and loot system restrictions such as armour to those who can use it, and think it too is very good. There might be some issues, but only if you naively think that the system is The Man and the party has no /p to chat about specific drops, or if you forget that you can negotiate with people. The default distribution will eliminate a lot of ninja problems, and human interaction lets you override any distribution problems.
Another incentive is that random dungeons will give more emblems. Brilliant. That will drive even more users into the system, again increasing the usage.
There’s a phenonema called the ‘network effect’ which means the larger a system is, the more people involved in it, the more it becomes the standard method of PUGing and the more valuable it becomes in its own right. It’s self-reinforcing.
I think Blizzard’s mix of incentive and systems in the LFG tool will make it succeed. Wowraid has a nice FAQ on all the other items in case you’re not fully up-to-speed, such as the ‘vote kick’ and the ‘disenchant button’ (which still requires a disenchanter in the party, it’s not a robot), and a sensible ‘deserter’ debuff.