One of the ideas I had a long while back might apply here. Instead of a match-making service like you suggest perhaps a community effort? I was inspired by the CCC for this. The idea of people of different skill sets coming together for a common cause. Essentially the idea works like this:
Builders, Admins, and others who need assistance working on one of their projects submit an application of sorts. They describe their project, and list say... 5 things they really need help on. It could be anything really. Then the community votes on which project to take up for the month, or perhaps 2 weeks. Anyone can volunteer to help based on what 5 things they list, and for that month the builder/admin/whatever can go to them and help each other out. I imagine mostly PW's would benefit the most, but I can't see why some single-player modules wouldn't also benefit. I think perhaps the only caveat would be that the project you submit shouldn't be brand new. It's not to discourage, but a great deal of projects fall out before they even get off the ground due to RL reasons, burn out, or whatever. I'd hate to have a group effort be put forth for an entire month only to see it dismissed a month later.
I think one of the major benefits of something like this is that there are no long-term commitments. No one has to feel obligated after the time period expires to do anything more. Plus it gives builders the benefit of working on things they may not have ever considered normally touching. Perhaps inspire a little bit.
Perhaps an example would be best. Here's an application from a PW Admin who is a single builder. They've had a server up for like 6 months but really need a hand with features they simply don't know how, or don't have the time to implement.
Name: Billy the Admin
Project Type: Persistent World
Name: Billy's Bodacious Bad Bag
Current Status: Beta PW
Time Worked On: 6 months
Hak Set: CEP 2.6 only
Description: Billy's Bodacious Bad Bag is an Action PW where players log in to challenge a scripted DM that dynamically challenges the group of players logged in with random dungeon areas, and random encounters. After facing a dungeon challenge the players can then rest their characters, sell their loot, and socialize before activating the system again. It provides nearly endless encounter and dungeon variety with a scripted auto-DM, but also allows real DM's to disable the auto-DM and have fun doing the same.
Requested Help
1: I need dungeon designers to create many new dungeon areas. They all need to be at least 16x16 areas, but can be of any tileset variety that you wish. I simply need more unique and interesting areas to add to add more variety for the players.
2: The Auto-DM I've scripted has a few bugs that I haven't been able to iron out. The encounters it creates in the area aren't having the variety that I want.
3: I could really use some new loot. Most of what I give out now is just garden variety NWN standard palette items. I would really like some unique items that fit the server.
4: I'm haven't figured out how to keep my players from resting in the dungeons. I use a simple bedroll system, but they can just sleep anywhere seemingly. It's annoying, and I can't figure out whats wrong.
5: The spawn system works great sometimes, but I've been thinking about changing it to a new system that doesn't use a server wide heartbeat. I could use some help figuring out what works best and implementing that.
Let's say the community picked this one. Maybe two or three builders who don't have any projects going on right now might want to make some neat 16x16 dungeons that fit the criteria. The admin said he wants them to be interesting, so the volunteer builder has a good amount of creative leeway. They say 'Hey, I'll build some areas. Let me know what your interested in specifically!'
Say some scripter says 'Auto-DM?' I've never thought of something like that. 'Hey, that Auto-DM thing sounds pretty neat. Let me take a look at the scripts and see what I can do to improve them and maybe iron out some of the bugs you have'.
Someone reads this that isn't a major builder or anything, but they know how to make weapons and loot. They could say 'Sure, what magic levels do you use? Is there any enchantments not allowed? I'll be glad to volunteer fifty or so quick items and descriptions'.
Example 2: This server has been up for quite a few years, and still has a number of players involved, but none of them are good at building, scripting, or anything really. A few people over the course of the week could update this server and really make the admin and these players VERY happy.
Name: Moriarty
Project Type: Persistent World
Name: Forgotten Realms - The Moonsea Region
Current Status: Active PW
Time Worked On: Module has been around for 6 years
Hak Set: CEP 2.1, single custom hak
Description: Forgotten Realms - The Moonsea Region has been an active server for 6 years now. I inherited this server from DM Sherlock several two years ago and we have a small but fairly active player base. We are a forgotten realms server obviously, and we're mostly just an old server looking for some new content.
Requested Help
1: I'd really like to update to the newest version of CEP, but every time I do I end up with strange errors with the scripting. I don't know what I'm doing wrong.
2: My players would really like to implement the ACP animations, but I don't have the faintest clue where to start with that.
3: A few of the areas of the server, especially my main city, are really old. They could use a fresh look.
4: I have a problem where new players are sometimes dropped to 0xp after the log in for the second time. No one knows why, and I'm completely lost. I have new characters always mark their XP when they first log off the server so that I can give them the amount back when they log back in as a DM. It's just such an inconvenience.
5: I found a set of heads that I'd like added to the server, as well as a few clothing options.
Updating to new CEP should be pretty easy, but they might have some custom palette items that need attention, and maybe they actually have altered 2da's and don't even know it. For some PW admins this is child's play, and could take them an hour to do and fix.
ACP is a bit tricky, and some people REALLY have no idea what to do with phenotypes. There was a point in time I really though phenotypes were just a way to stretch the model to be fat.
A builder interested could look at a city made with CEP standard exterior and find a way to use CEP's optional flagstone city to rebuild it in such a way to look new. Perhaps even shrink the city if it is just WAY too big with nothing in those areas. Perhaps even add a few special touches of their own.
Example 3: This is a single player module that needs only one or two things that are beyond the builders normal scope.
Name: JenniferRabbit
Project Type: SIngle Player Module
Name: Consciousness
Current Status: In development, approximately 3/4 of the way done.
Time Worked On: About 2 months now
Hak Set: hakless
Description: I've a pretty unique module that I've been making for a bit now and I'm getting close to completion. It's essentially a tale about a golem like Pinocchio that realizes its own individuality. The player is the golem, and is being hunted by the mage who created them because they are so unique. The player is on a quest to escape the mages advances, and meets companions and friends a long the way.
Requested Help
1: Right now the player character is still whatever race they choose to be. I'd really like to make the player character become a real golem. Have construct traits added to them when they first start the module. I've managed to add a skin for now, but I'd really like to implement the magic immunity a better way than what I've accomplished.
2: I'd like to disable the player from being a spellcaster class. They're playing an intelligent golem, and not a mage themselves.
3: I'm using basic henchman scripts from NWN, but I'd really like a few features added to the henchmen that the player finds along the way. Like maybe make them multiclass, or perhaps having the player able to goad them into changing classes.
JenniferRabbit here isn't asking for much, just a few touches that they don't know how to implement, or the best way to implement. Perhaps they don't know how to disable classes, or even if they could be told have difficulty. Would take most knowledged builders 5 mins to redo the 2da. Perhaps one module builder has a set of very awesome henchman scripts they made for their single-player module and offers to apply them for JenniferRabbit.
It's just an idea, but I think it could go well for a lot of people. Might also alleviate some of the boredom people might have with working on the same thing all the time.