I think there is an easy fix to this.
When starting on new worlds, Player should be set into a tribe already of groups of 20 players where for the first 3 months of the game. They cant leave that group. (Tribe) This will give a mix of experienced and new players in each group. Im sure after the initial 3 month period where those experienced players cant leave the group they have been placed in will end up teaching the new players how to play, If they also want to get passed the 3 month period to be able to join up with their friends, It also gives a balance of tribes. You wont get one elite tribe dominating the server from day 1 till the end.
This will also give dukes a chance to shine. Best mentors her will previal
This has actually been tried before. Over 10 years ago at this point I believe, on W27. Back when the player-base was so large that two worlds would be released at once with very different settings, but you could only join one (at least, on the same account).
Back then, TW pre-made something like 200 tribes, with a 100 member cap. As players joined the world, they would automatically get filtered into a random tribe. After a few days, everyone then had to vote on who would become duke of that tribe. Tribes were locked for 3 months from the start of the world, and you could not kick players or disband tribes until after that 3 month period expired.
From what I remember, the reactions were mixed, but leaning towards the negative side. The system simply placed people into tribes as they joined, with no other filters that I'm aware of, so you ended up with tribes spread and intermingled everywhere. Was cool to see early maps of this, for sure, but for the new player who's village got placed next to that of an experienced player in another tribe, you had no reliable support. It was pretty much luck of the draw for what tribes got experienced players, where everyone was located, and what tribes got a heavier share of the inactive 26 point players. The tribe who lost 50 players to inactivity in the first month clearly wouldn't do as well as the tribe that only lost 10, and you still had to endure 2 months of that. It was unpopular for many because there were a lot more factors based purely on luck that they had zero control over.
I believe this was also one of the lower population worlds at the time as well, simply because many found the settings to be unpopular.
That being said, I know some people loved it. Some tribes did have that chemistry that you talk about, where there are experienced players willing to teach the newer ones and everyone had a pretty good time. It just wasn't the same for everyone. For every player who found love for game and learned on W27, there was another who grew disillusioned, stuck in a tribe of inactives for three months while the experienced players kept to themselves and plotted about what tribe they would jump to after 3 months elapsed.
Did it work for some, and would it work for some now? I'd say yes. However, I would not call it an easy fix. If they wanted to revisit this setting, I think they would need a lot more control factors added in, such as a system that swept for inactive players and removed them, and looked to merge the resulting small tribes together to keep some sort of equilibrium across tribes during this locked phase.