I was just looking over some old forums as I was trying to remember something from a long time ago. Thought I would comment on this since it is an interesting discussion,
I quit around World 100 for a variety of reasons, but I definitely know a lot about the time period of a decade ago from playing W60 which was exactly a decade ago. I cannot say that you are correct about scripts/AM as these existed in 2013 largely in a similar form as they did in the early W100s when I quit. AM had existed since 2011 and gone through quite a few iterations. It definitely became significantly easier with the advancements of AM and Automatic building, but a lot of the other AM features existed at that time and maintaining these big accounts did not take every hour of the day like it used to if you were going back to W1-W20. I had a look through the Public Scripts Library and there is definitely a lot of QOL stuff that would have been very handy in increasing efficiency, but the fundamentals existed and were widely used at the time at the top level.
When I finished playing W60, I started playing W87 and played a few of the worlds in the 90s relatively seriously though I was falling off in terms of motivation. I think challenge and difficulty in TW was always a function of the number of players and size of the world. A decade ago was already past the peak of TW, but I don't think the decline was really noticeable until the 80s. I remember W87 in particular being many magnitudes easier than the worlds I played in W1-W65 and this trend continued as the worlds got smaller and more players quit. The main thing that made it far easier as time passed was the lack of players with dedication and obsession.
I think one can blame what Innogames did, but that was just a function of a declining playerbase as the players who grew older, got jobs, families, found other games and could no longer commit such time especially to a game that was a relic of the past. This in turn created a downward spiral since less players meant less competition which meant the hardcore playerbase didn't get that thrill that made TW so addictive. I think P2W was just a combination of it being optimal business and worlds no longer having 100k players on and entirely expected and whilst it increased the rate of decline, the decline was going to happen regardless.
I messed around in the W100s for a short while before quitting, I think that a top player from 10 years ago with the same drive, obsession and mental resilience they had in that period would probably be a top player in the current environment even if they had to use the scripts/tools of 10 years ago. I've always thought after a certain point, TW comes down to how much you want the win, mental fortitude and that environment of old bred that I think a lot more than the newer worlds mainly due to the size of the worlds and number of hardcore players. Similarly in a pure 1v1 situation, unless TW has drastically changed in the last 30 worlds, the Defender is mostly favoured with near perfect play. Unless you are talking pure wizardry, I've seen players take on 10-50k incomings with thousands of nukes and countless catapults pre watchtower/autotagger constantly for months and not fold. I cannot see a mid level player of W100 who lacked the obsession to be the top of the top in worlds that only have 5k players in the early-midgame even being bothered to deal with someone that dogged.
Top players in my mind are top players irrespective of where you put them, they'll pick up TW changes quickly and get back to where they belong if they wanted to. I suspect that some of the current players who are pushing what you can do in the current meta could adapt to the old times too and relish that challenge so it works both ways.