Sounds pretty much what is in "WoW" 4.x or Cataclysm. This is why I keep scratching my head when people say "TOR is completely different than WoW". Finding out who blew up the horde ship in "WoW" really doesn't appear to have big or critical impact than finding out who stole the ship in "TOR". Its great lore but actually clumsy play mechanics limited in a MMO engine.
The thing I think "TOR" gets wrong and "WoW" gets right about quests is that although you can refine the presentation its still a quest limited in the MMO structure. Lore is important but doing voice over to a "FedEx" quest (NPC wants you deliver X to NpcA) is nice but it turns out that beyond the first play through, many really don't care. So many players over value lore in quests when they instead want to play through the quest as fast as possible. No matter how many choices or cinematics or voice overs inserted, its still a "FedEx" quest. "WoW" goes to great lengths to make quest objectives clear and easy for anyone to understand independent of context (new player first character, old player 10th character) instead of trying to dress it up. Is that what "TOR" does instead? I am not sure that is entirely re-playable though when you are forced to watch the same scene unfold for the nth time because everyone voted for the popular option.