Xevyr
5
I once had a similar suggestion, but with a more technical approach.
Basically I was suggesting that Funcom add the possibility of a 2-server cluster directly into their dedicated server software, allowing people and server hosts to configure it as such (ofc at the cost of twice the resources) or just keep the single-server configuration they currently have if they don’t want to (so make it optional)
Essentially to get something that is similar to Amunet’s server transfer… but something that could be configured to host the 2 servers and provide seamless travel between them without any extra setup required. (If it’s the same server software doing it, then the ease of data transfer becomes slightly easier so things like handling the ownership of thralls etc could be made more seamless and have players have a presence on both maps)
Then they could’ve maybe downsized the number of officials but make some of these dual servers instead 
At the time I suggested this though I wasn’t aware just how limited their development resources seem to be (especially when it comes to c++ stuff and server software) and I also wasn’t aware of all the nuances of the engine etc.
Now I know better that this will probably never be a thing 
As for this, the reason they went with a separate map for Siptah is because the original EL map is already pushing the limits of the engine. After a certain magnitude in coordinate values, floating point errors start to become more significant and physics etc break down, so the map can’t really be too much larger than it is currently is (in a single player game you could dynamically move the center point, but you can’t do that in multiplayer ofc, the coordinate system needs to be absolute)
So basically it’s a mix of the engine version and the foundations they set back when they started making this game not allowing for significant map expansions. They could still do some ofc and also better utilize vertical space, just not quite enough to throw a full map in 