My only complaint about GW2 is all the odd ball currencies they have. I get so lost, I wish there was a guild wars euro. So no matter what I was doing I could be earning Gweuro's for whatever my goal was.
I'm beginning to suspect that the reason we haven't seen them fully implement ("Deposit collectable" is an option, but greyed out) a collectables tab for dungeon tokens is that they're working on an alternative, maybe even a universal dungeon token or something similar. It's one of the things I always ask about when we talk to a dev (that, and when the Mini Trios are coming).
It's definitely an area where they could improve it without undermining their intent; they want there to be a variety of currencies so there's a variety of ways to progress at different speed/levels of play, but dungeon tokens really feel bloated. Next time we chat with a dev I'll make sure to mention Gweuros. Might need to work on that name though.
My major issue is that I have no idea where to begin when I hit the max level. Everything seems so overwhelming and there's no in-game direction about what to do.
I think this is a reoccurring problem not because Arenanet doesn't put in breadcrumbs or (as others point out incorrectly, loudly and often) that there is no endgame, but that people just expect the game to change or introduce something new at max level. What you've done from 0-79 is the same thing you do at 80; the doors are just completely open. With the exception of Orr's heart-free/event-heavy elements, there's really nothing you can't experience before the higher levels.
Dungeons, Fractals, WvW, PVP, Exploration (jumping puzzles, zone completion), Guild Missions, cosmetic gear hunting (working on a legendary), seasonal stuff/activities... that's all stuff you do leveling up and that's the same stuff you do at max level. If none of those things are fun and you don't want to roll an alt (which can drastically increase the fun level, obviously, if the new profession is something you really fall in love with), you're not losing anything by not playing. You don't fall behind everyone else because there's no gear grind and you're not paying a monthly fee, so missing a month (or two or three...) until something you do like is added is fine.
All of these folks coming back for the Super Adventure Box are playing it just as correctly as the guys who have been playing every day since launch. It's the freedom of choice and freedom from the guilt of 'wasting a sub' or 'falling behind your friends' that makes GW2 what it is.
For what it's worth, Guild Missions feel a bit raiding, but without the headaches associated with fighting for raid slots, dealing with trash and raid schedules. We all get on, start a bounty or trek and off we go, working together as a whole to track down some baddies and stomp them into the ground for loot. That's not even 'endgame' though either, but it certainly helps since a lot of the zones are high level.
I have yet to run a single dungeon event to there's that but since I don't use voice that somewhat limits me.
I'll echo what Khold said. Mumble really isn't required, but it certainly makes it easier even if you're just there to listen. But it's no where near mandatory and I've never been in a group that treated it like it was. I did CoF1 last night and nobody from my group was in there. We did just fine.
But we do have a mumble server for people who want to use it. It comes in handy during guild bounties, but even then I think a lot of people don't use it.
How is it in other MMO's? What happens when you hit a level cap in say, WoW? I honestly have no idea. All I know is that lack of direction at 80 seems to be a major stopping point for many players when it absolutely SHOULDN'T be.
Back when I started playing WoW, PVE was basially 60 > Dungeons until you're geared for > raids until you're geared so you can > wait for the next raid.
Then they changed it to 70 > Dungeons until you're geared for > Heroics until you're geared for > 20 man raids until you're geared for > 40 man raids so you can > wait for next raid. Then they changed it to 80 > dungeons > Heroics > 20 man raids > 20 man Heroics > wait for more. Even if you're at the top of the game, there's a gear reset at the next expansion so you're basically trashing your old loot constantly, as soon as new stuff becomes available your goal is to replace it so when the next reset comes along you're not under-geared for it.
From what I've heard now that there's a highly automated dungeon/raid finder (when I stopped playing they only had dungeon finder), you basically hit 80, turn on the dungeon finder to get plopped into a group with 4 strangers to get loot until your item score says you can do raids (yes, it actually won't let you queue until you have a score determined by your gear), then you use the raid finder to get plopped into a group with 19 strangers, presumably to get loot so you can wait for more raids to be added. Of course, there's battlegrounds and dailies to farm and such in the interim, but my personal opinion of WoW, once the magic wore off, was that you spend a lot of time waiting for something new, devour it as quickly as possible and wait months or even a year for more.
In GW2 I'm not entirely sure the open sandbox works in regards to the story telling, as you 'miss' parts simply because you can do whatever you want, wherever you want, almost whenever you want. You can go back and finish your personally story at 80, even though you've seen various parts of the game and sort of 'know' what might happen.
But that kind of thing isn't unique to Guild Wars 2. In WoW, for example, players still experience the original plotline of The Burning Crusade and Wrath of the Lich King as if future events haven't transpired there either. Cataclysm took care of the Vanilla content, but you still have the whole "Deathwing is wrecking everything" from 0-60, then you completely ignore that to deal with The Burning Crusade in Outland even though story-wise Kael'Thas, Illidan and Kil'jaeden are long since dealt with. Likewise, you still bump into Arthas' canned villain appearances throughout Northrend even though he's dead and replaced by Bolvar Foredragon. When that's over you go right back to fighting Deathwing, who by Pandaria is supposed to be dead too.
It's a symptom of content advancing forward without being updated. I think the reason ArenaNet hasn't expanded outward into new zones (even though that's logically where they should be adding content) and is so bent on the "Living Story" is because they realize this sort of thing happens and they want to fix it. I think their end goal is to have the world constantly changing based on current events. So far it hasn't impressed, but I feel like they're just getting started with it.