...but instead, just made quicker. While a high xp curve made sense back when they first were introduced to the closed beta testing and still were tuned and intended as difficult, needing a duo for most players, the subsequent and repeated nerfs pre launch brought them to a good solo state, just lengthy. Eventually after launch they were given another large global nerf and many boss encounters were simplified and made even easier still, while attribute and skill points were added for each rank.At that point, they became extra levels that just had out of line xp requirements compared to the normal levels, and to this day they only need to have their xp requirements and quest/point of interest rewards scaled better to speed them up to not be out of whack with the time per level of the 1-50(v1) curve. There's no need to remove them and it would be a large endeavor to even do for no tangible benefit to players while taking extra development resources.Additionally, many veteran players already were only given a small fraction of the xp they had earned prior to the champion system by the 70 level grandfathering setup. In my case, the amount of xp my characters had earned would have totaled around 330-340 champion levels at that time, but as the limit was set to 70, not even enough for one type of critical chance bonus(!), that's what I got. A lot of people were in the same boat. Removing veteran ranks with again no real progress kept would be anther huge hit, after already having the level cap raised twice obsoleting much of our equipment and all level capped glyphs (legendary) made before each of those two raises being lowered to a tier below what the exact same materials made (I had about 20+ legendary vr10-12 glyphs, using Kuta, Kura, and essence runes which now continue to make the top tier, yet they were downgraded to vr7-9 when vr14 came along with vr10-14 being made by the exact.... same... materials!) being made literally unusable on endgame equipment overnight instead of scaling properly to their replacement versions.Add in the more recent version 1.6 stat cap removals making older racial choices no longer sensible for your character (an Imperial could be basically as good as a Breton stat wise for magicka builds even though they didn't have that passive, because soft caps limited the gains harshly anyways, or Khajits where they had a critical damage modifier for all damage types that then was changed to six percent critical chance for only physical attacks) and it would be another very unfair and aggravating change for long time players in a long line of them already.A few easy problems with simply removing them can be posed as questions here:What would happen with items? Would a v1 be made as strong as a v14 item despite them being trivial to earn right now?What about the stats? How do we fairly scale the items down to a flat level 50 maximum? Does anything less than v14 become level 49? What about items that top out at v12 now?When do you then gain the extra skill points and attributes currently granted at each veteran rank?How would veteran zones be changed to remain relevant to the game?Why would the smart re-use of game content be jeopardized by making them irrelevant? (The use of other factions' PVE areas was clever as you got to experience the whole game on one character or even multiple, while not having to change factions).There are more, but that's some food for thought for now