I completely see what you're saying, and I see why it would conform to what we know as "Star Trek". However, from a strictly gameplay perspective, having an MMO without classes and levels is INCREDIBLY difficult and complicated in order to achieve a stable balance.
The reason why so many MMOs use a level-based system is because the rules of it are straight forward and easy to comprehend for the player, and easy to tweak as a developer in order to lend balance to PvP or FactionvFaction. Without those in place, someone who has played the game for six months could conceivably be taken down by someone who has been playing less than 5 minutes.
While this idea seems very good at first, it also means that there is little for no players to strive for. If I can play a game for weeks and weeks on end, amass talent and skill, and still be taken out by the nearest green little noob, then why did I dedicate so much time? And why should someone new do the same?
At the core of all MMOs is a singular idea: replayability. These games must have goals which take a LOT of time and effort to accomplish, or there will be no way to establish and maintain a dedicated, long-term playerbase that provides the cash to keep it going. Yes, it would be very innovative to be able to do differently, but the risks involved are much too high for a AAA MMO to try and accomplish.
I honestly am a fan of the idea, but it simply is not going to be seen in any high-end MMO until an independent game comes along and proves the methodology can work.