On the same token, why bother with combat at all if you can't die? To show how the PCs are awesome?
I'm not sure I follow. You suggested that death is not a punishment because the PC can be resurrected.
If there is a general expectation that resurrection of dead PCs is available, then "death" isn't really death - it is a type of cash-soaking speed bump. Given that there are other cash-soaking speed bumps available which, on balance, might have less of an impact on verisimilitude, why not just go with them?
Should I add 'in my opinion' to everything I write?
No need, I knew it was your opinion. What struck me was that it expressed such a strong view about what "we, as players" have to do.
If you were only stating what you, as a player, prefer to do than I don't doubt that you are correct!
a player is likely to appreciate having attained a high level more, if said player has had to survive the campaign's hazards longer, as in from a low level.
I don't think this is generally true. My reason for that is my own experience.
I think that high level PCs are more likely to be memorable, everything else being equal, if the campaign lasts for a longer rather than a shorter time. I think this is similar to [MENTION=49017]Bluenose[/MENTION]'s point: long-lasting play tends to be memorable.
But in my experience if a campaign lasts a long time than a character who was brought in above 1st level, and played a significant role in that campaign, may well be memorable even though that character was not played all the way from the lowest level. In thinking of the longest-running campaigns that I've run, there were very memorabe and significant characters brought in at a range of levels above 1st: 2nd, 3rd, 7th, and mid-teens.
It is the duration and depth of play, not survival per se, that in my experience makes the difference. The "accomplishment", such as it is, is not the player accomplishment of keeping the character alive, but rather the social/group accomplishment of keeping the campaign active and engaging.