To first address the whole debacle seen prior...Originally magic wasn't actually a thing, it was the coming of the ascended that really let people go nuts. And even then no one really used it, I can recall...7? Or so mages who actually used magic. Originally it was an event thing as I recall (Though perhaps I am mistaken), and Availer pretty much was the guy with it. Does magic need to be 100% locked? Well no, it doesn't. Does some of it? Yes! Should there be regulations? Yes!
Let new players have magic, give them basic magic forms though, and then they progress that way. Give them Pyromancy, Water evocation, Earth evocation, and air...But limit it to lesser forms until they can actual get the chance to progress and learn. Let them discover the magic through roleplay, unlocking more as they are taught more.
Furthermore reinstate the MAT, let them have the ability to blacklist people who abuse it, or troll with it. Regulate it rationally. The same goes for villainy honestly.
Now back on topic, alteration is one of those magics I feel needs to be a bit more defined. We have three branches, warding, transfiguration and enchanting. Warding is something that I believe is a bit iffy, but with the advent of a guide, I am torn. Enchanting and transfiguration though are magics which rply make sense to be locked. Learning to infuse an item with power is something I believe is a feat just as hard as learning to warp life energies (Why Necro is locked). Hell you're probably more likely to just explode. The same goes for transfiguration, as I can see you accidently turning yourself to sand on an attempt and pretty much that's that. THose two forms involve actual altering of the world, as opposed to imposing new rules upon it as is seen with warding. However I still believe it should be completely locked, as the entirety of the magic has a good system in place which is accessable, and perfectly fine as is.
Though to put it bluntly, if you don't want to have to take steps which are laid out before you to get the magic? Why should you get the magic anyway? If you don't want to join the mages guild, maybe there are other alterationists out there beyond jsut them to find and learn from. But just getting it, or learning it because you found a book (I don't know if a tome would work with this...I'd need to look into that one a bit more, if it is? THen nevermind...Finding a book becomes another option!). THe path is there, it's like you demanding to become a druid without being attuned, or demanding to become a war cleric without first learning to manipulate the light, and then be connected to Tah in order to use the potent magics it has. There is always a path, and laziness does not mean you should just get it. Be a go getter! Find options.
And either way you'll spend "IRL time" to learn magic...Just as you spend IRL time to earn a rank in an order, or IRL time to walk from one city to the next. You get back what you put in. And if time isn't readily available? Honestly I see more successful roleplayers who don't have a metric ton of time, than those who are constantly on...So really that's not an excuse either.
The problem isn't in it being locked. The problem is that you don't want to take the path to get it. Saying thati t's silly that you need to learn it in roleplay...To get it? Is preposterous in every sort of the word. We're an RP server...What's so bad about rping to get it? Just as you RP when you have it. It adds more depth to your character, and it makes them unique.
However as I said...I am 100% fine with giving the players a very...Very basic learnable version. Makng them able to do their silly fun rp enchantments. However the serious big guns need to remain restricted. A fine example of the fun stuff was Blundermore's event with all the rather interseting items with varying effects...Making you sound like a donkey and so on. That's fine! But yes, keep the fire swords, ever sharp swords, ultralight weight equipment and so on enchantments locked. If you just want to create fun rp after all, you don't need to be able to give yourself an edge in anything.
TL; DR Basic form, with fun stuff like Blundermore's items did...I.E. Making you sound like a donkey with hand cuffs. But keep enchantments that give you an edge locked to the real deal. As for wards and transfiguration? Transfig stays locked, wards can be given an equally simple equivalent for the fun rp without the serious toys at hand. You can move on to earn that stuff in RP.