I believe it says it all the fact that those titles went F2P. Cash shops work with F2P, but they damage player numbers. Fact.
They went F2P because they simply didn't have sufficient appeal as subscription. Fact.
What? You do realize that 1/3 of those are the only 2 games that have grown over their lifetimes right? Your "facts" are foolish since correlation does not equal causation. Many of those games made vast mistakes with how they chose to monetize their cash shops, for example Eq2 tried charging a sub, and releasing quest packs for $10 a pop on top of it. All of those games are different in design, appeal to differing playerbases, have vastly different number spreads and budgets. The only fact is that cash shops = money in the developers pockets, often at little to no cost to themselves depending of course on when and how they choose to implement them. '
Not all cash shops support Real cash -> Ingame payment, y'know.
At least they don't have to.
Cash shops can easilly be only cosmetic looks n crap. And it'd still bring in tons of dolla dolla bills.
I recommend you watch http://www.slideshare.net/bcousins/paying-to-win#postComment
Offering only cosmetic is of course a possibility, I never said otherwise. It again depends entirely on how and what they choose to monetize and whether or not its deemed sufficient by their business plan. Not all business plans are out to make the most upfront money. For example WoW could easily switch to a f2p model and likely increase revenue and have fuller servers, but that solid 3m accounts is a nice chunk of reliable capitol.