There are quite a few technical reasons to move spawn chunks and end portal away from player spawn:
Currently, entities can't be transported between the end and the overworld. It is currently impossible to get Creepers, Ghast, Wither Skeletons, Blazes, and other uncatchable mobs to the end, and impossible to get Shulkers and invulnerable End Crystals back to the Overworld. Also, items dropped into the portal can only be collected on the other side by players, as hoppers cannot be placed at spawn. Farms in the end that require XP cannot be automated, as Endermen cannot be player-killed automatically without click scripts (they teleport away from potions and arrows, and tamed wolves won't attack them), and XP or monsters from spawners cannot be sent through the end portal to supply XP.
The least laggy farms are those that never runs while players are online. However, farms like this cannot be created without access to the spawn chunks. Hoppers in spawn chunks can be used to keep certain chunks loaded unless a redstone signal from a player detector is active. Also, some farms must be inside the spawn chunks to work, or require items to be thrown into a nether or end portal every ten seconds, but dispenser mechanisms stop working when chunks unload, breaking the farm.
While most of these are mild annoyances, they can be somewhat limiting on the types of things that are possible to build. I have designed a few farms that work in vanilla, but I couldn't build on the server because of these limitations.
As an alternative, would it be possible to exclude the underground (stone only) section of spawn from the spawn protection, so that things could be built in the ugly part of the spawn chunks, and either add end portals around the world or sell the portal frames as a server shop?
Currently, entities can't be transported between the end and the overworld. It is currently impossible to get Creepers, Ghast, Wither Skeletons, Blazes, and other uncatchable mobs to the end, and impossible to get Shulkers and invulnerable End Crystals back to the Overworld. Also, items dropped into the portal can only be collected on the other side by players, as hoppers cannot be placed at spawn. Farms in the end that require XP cannot be automated, as Endermen cannot be player-killed automatically without click scripts (they teleport away from potions and arrows, and tamed wolves won't attack them), and XP or monsters from spawners cannot be sent through the end portal to supply XP.
The least laggy farms are those that never runs while players are online. However, farms like this cannot be created without access to the spawn chunks. Hoppers in spawn chunks can be used to keep certain chunks loaded unless a redstone signal from a player detector is active. Also, some farms must be inside the spawn chunks to work, or require items to be thrown into a nether or end portal every ten seconds, but dispenser mechanisms stop working when chunks unload, breaking the farm.
While most of these are mild annoyances, they can be somewhat limiting on the types of things that are possible to build. I have designed a few farms that work in vanilla, but I couldn't build on the server because of these limitations.
As an alternative, would it be possible to exclude the underground (stone only) section of spawn from the spawn protection, so that things could be built in the ugly part of the spawn chunks, and either add end portals around the world or sell the portal frames as a server shop?