Ok, most MMOs are still D&D. There are a few exceptions, but the biggest ones (WoW, Lineage I & II, EQ I & II, DAOC) all very clearly reveal their tabletop roots as good old fashion dungeon bashing. Even those that move a littel bit away from that model (say, City of Heroes/Villains) change more trappings than they do the underlying premise.
Now, this is not to say they haven't evolved at all. A lot of good ideas have come out in how differing games handle skill systems, but at the heart, that still seems to be refinement within the same model.
That's hardly a problem - it's clearly a very fun mode for many people, myself included. But it raises a fascinating (to me) question: What would an MMO look like that took it's lessons from more modern games, both at the forge and elsewhere. What ideas are scalable up to that level?
I don't have my own satisfactory answer for this. Most of the really interesting strengths I've seen are very personal and subjective (and by extension, non-repeatable). Some might work better in a more minimally multiplayer model (which, ironically, the new D&D online seems to be trying) but that's more of an emerging concept/market.
So to go back to high school: As D&D is to Everquest, Sorcerer* is to ??????????
* Or TSOY, Dying Earth, Dogs in the Vineyard, Unknown Armies, Dead Inside, Collectors, Unknown Armies, Polaris or whatever else strikes your fancy?