Hey.
I farm overland most of the time thus my frustrations are a little less I guess.
Longtime UO player... circa 29 years......... (I remember spending £1500 in one month on dial-up modem!! playing the original)
Whilst I'm part of a guild I, like the OP, don't really have time to form a group and go hunting (hence being overland). Quite often I'll jump on for 30 minutes and get two runs in, log-off, jump back in 2 hours later etc.... whereas if I was in the Dungeon... well, it just wouldn't be profitable.
Trying to find soloutions for Melee as well as Magic users.
One potential solution, for dungeons, would be to significantly increase the amount of gates in a Dungeon AND increase the range in which they can be used. Even if the lower levels only take you to a higher level and you need to travel again for another gate. This may cause some ganking areas but... it may not.
To balance this you could keep the best mobs away from those areas but having them would make skills like Tracking far more useful. As you can now use the skill
to actually get away (Yes - I fully appreciate many may be able to get away anyway...). Even as a BS'er I struggled with tracking as you only need one or two PK's with tracking themselves to find you.
You could, potentially, link this to a skill, like tracking, the higher the tracking the bigger the range (or squeeze it into camping or even two skills for a really decent escapable character) etc...
Second soloution - perhaps a little more new player friendly - would be to allow recalling from anywhere on level 1 of a dungeon on the premise that it's still close enough to the 'surface' to not interfere with recalling... as I understand it... most dungeons go down....
I'm trying to think of soloutions that don't feel to gimicky.
The conversation around 'glass cannon' builds and being a little more resilient is perfectly understandable and makes perfect sense.... assuming you have some base skills. I don't

So having things that make PK defence significantly better are still kinda useless for me........
For clarity, if you made NO changes at all, I'd still play as I have found my own soloution and am happy with my skill set. I'm not trying to move you to the lowest common denominator.......... just trying to find some sensible solutions as it can be very overwhelming when new.
The above suggestions mean that it really is in the players hands. Lets say you implemented all of the above, then the new player is accepting all risks when they venture into level 2.... and then they stray, on purpose, away from the gates then they can't complain. However, at the moment, whats the answer? Don't go in a Dungeon? Don't farm in teh Wilderness? or, the obvious one, just accept the losses...... but that is the hardest to accept.
I think once you progress in the game (I'm Link14 and a few T14/15 aspects) then losing stuff now and again on one run isn't an issue. It takes me 15 minutes to fill up and run out of buffs on overland farming. Thats probably circa 25/30k of stuff if I lose it at the end of a run. Thats fine. However, if it took you an hour to make that as a lower tiered player than thats gonna hurt........... and it should.... and it shouldn't be taken away - as you're right (Owyn) - it's what makes the game exciting to play.
(getting a little fragmented in my reply here).
In my mind the balance needs to be skills such as Camping, tracking, Magery (or something new entirely) that gimps your PvM output in favour of conisderably higher escape-ability. One thing I ask anyone to bear in mind is that having skills on your character and having the skill to use those skills are two entirely different things. Just because someone has Tracking, Magic Resist, and X others, it still doesnt mean they're going to survive.... especially to gangs.