I've been at this for 12 years, and I assure you, I don't get bored.
I have fun with players all the time- I spend most of my time in the spar complex, but I often hop on the basing scene and do my thing there.
It wouldn't be any fun for me, or those I'm PKing if I had the green light to "abuse" -- it's more enjoyable and satisfying to achieve victory on an equal playing field.
My recipe has always been that I'm a player first, and an admin second.
After all, that's why we all came here-- we started playing for enjoyment; entertainment.
Just because we're promoted to administration doesn't mean we can no longer enjoy playing the game.
In fact, quite the contrary. I believe it's crucial for an admin to play the game, because it's ever-changing. Having first-hand experience with today's game allows them to stay relevant and have a more personal connection to the pressing matters on the server, allowing them to better relate to the concerns of the playerbase.
And when it comes time to address these concerns, they can do so with a mindset of a player. None of this, "we're going to try this out and see how players react to it" bologna. As up-to-date player-admins, such trial-and-error isn't necessary, because they're included in the population that would be immediately affected by the changes. As a result of this inclusion, they are more educated and informed, and therefore more likely to make a decision that will stick.
It's integral to our development that we have at least a handful of admins that play the game.
Decisions made in nearly every job I've ever held have been backed by insight seen through the eyes of a player.
LAT: When I design a base, the primary thing I think about is how it will be played- finding the balance between room to dodge, and volume of obstacles to allow users to apply a tactical approach to both raiding and defending implores my influence as a PKer. The last thing I worry about is how it looks. Additionally, I grab a couple players and beta test the base before setting anything in stone-- again; my experience as a player is integral.
Player Relations: The title is called 'player relations'. You are the liaison between player and administrator. How can you relate to the players without playing the game?
Gang and Business Admin: The title is practically a PR that specializes in and makes the final decisions that impact gang and business activity. Designing the activities themselves, determining the appropriate rewards warranted by these activities, overseeing equality among gang/business function and politics, and doing so in an unbiased manner that appeals to all forms of gangs requires one to be versed in all extremes of gangs and businesses. In order to become well-versed, I had to remain relevant to the game in all elements.
Gun Admin: How could I even begin to brainstorm a gun that fits the mold of the rest of the guns on the server without handling and experiencing PKing with at least some degree of profession? Better yet, how would I know if I'm designing something that's new, and doing so in a manner that doesn't overpower or underpower the other guns of the same type, tier, and price range? Again- it requires hands-on testing. This doesn't happen behind RC; it happens over several hours of in-game testing in real-world scenarios.