There was a valiant effort recently by one of the original DDO devs that returned, but it didn't really make a lasting impact. I suspect the problem is that the underlying scripting engine that runs DDO Script (or whatever they call their internal scripting language) is so old and arcane that they do not really have any good tools for profiling where the bottlenecks are (the scripts, the engine itself, the network/database?). Hence we end up with educated guesses and fixes that, while they certainly improve things on some metrics, fail to resolve whatever is the major cause of lag in DDO.
If I were to guess, the fact that putting points in the reaper tree GUIs somehow caused noticable freezes/lag tells me that something may be seriously strange with their scripting engine. Even if they did not previously cache the accumulated bonuses (I think they do now), just adding up a few numbers each time shouldn't normally take a noticeable amount of CPU cycles. The DDO scripting engine seems to run about as quickly as the ones on old Texas instruments calculators from 1990, and I'm barely even joking about this. I realize it's much more complex, but in pure lines of code per second it seems orders of magnitude slower than expected. I'm not saying it has an easy fix though.
I also think all their outdoor zones + increased movement speed (horses) is really challening for the poor aggro mechanics. Maybe if they didn't make monsters just mechanically chase everyone like brainless organisms, at least the AI/pathing part wouldn't be an issue.