To elaborate on , there are so many different ways to proceed with networking for an mmo, as well as many many things to consider based on a games scope. One of the biggest things I notice that people forget about is how to set up (and knowing the difference) between asynchronous and synchronous communication (which you briefly touched upon in your response). How you have the information split up, what will handle what information and be sent where… so much to consider.
I do however, think that a base or template could be created and used. And then let each team or company modify that as needed for that games scope. Or a few different templates if you will. They would be just that though, templates without much real functionality, as each game has its own requirements.
The benefit is that those without any server/network experience can see the very basics of how a generalized network for an mmo is set up and can learn and build upon that. It could also give more newcomers to game design/development, especially mmo development, a better idea of how the basics are set up and the work needed from programmers to server and network engineers.