no, not to start again on prodo shard, you just play on the new shard and never move to prodo.
So - a new shard for a player (new/returning/or existing) to play on, that cannot transfer from or to. Basically, you want a "scrub" of a server.
I understand your logic, but it is from a narrow perspective. I was a returning vet (left and returned after several years) and what I came back to looked the same, but was not the same game I loved. New things, new systems - the learning curve was a bit steep, and I learned to read the sporadic newsletters and publish notes more. I have brought other vets back, and even introduced new players (my sons included). The one thing that hurt most of the people was the fact that they "felt alone". They didn't understand there is a community to engage - many people tried to play the game as a soloist. When I showed one of my sons that interacting with other players is part and parcel to playing in UO, he began the thrive. Alas, in a roving PK guild, but he loves it now...
Now ,please understand my point...
You are asking the devs to rob the players on this scrubbed shard from the services granted to the majority of players (exception of the Siege ruleset shards) by removing the transfer option - thus forcing the player into creating a new character (essentially starting over, as I said) if he/she wanted to play on another shard.
To create a scrubbed shard would mean a basic reset and duplication of a chosen shard - which again just creates more of a load for the team - or necessitates hiring more people (new EM, another GM,, more time on maintaining and debugging, etc. etc. etc.) which is really not cost effective.
For a subscription based game in a very competitive field, the optimal thing to do is to deliver better content that enriches the gameplay and encourage group (community) activity - for nothing beats word-of-mouth. They need to have a solid avenue of bringing in new players without disenchanting existing players.
I think BS is finally learning this...
Now, all BS needs is a good marketing program to introduce UO to the next generation of gamers and to show the world that an older game doesn't necessarily mean a bad game. Said marketing should include some representation at conventions and industry trade shows - but then, I'm just a marketer so I'm always looking for ways to develop... wait... I promised I'd stop doing that.
Granted, word-of-mouth is always the best marketing there is... so why are you not inviting others into the game,
and sticking it out with them? Too many times I've seen people invite in new players, but that new player is basically left to roam alone. What has made UO such a long lasting and rich game are the players and the communities they've built.