I'm not sure what response you really want to this post; there's no questions really asked, and though you invite people to 'pick it apart', it's more of an opinion piece. I didn't want it to just fall away without getting a response, for the same reason I answer with at least "not me" or "I don't know" when people ask about something in guild chat.
Anyways, here we go;
You boil all of the game's mechanics down to a rock-paper-scissors setup, then quickly attribute how you feel each profession performs those roles. I guess I can't disagree strongly on any of your assessments given they're either fairly accurate (Warrior, Thief, Engineer) or I haven't had enough experience with to know (Ranger, Mesmer, Ele, Necro). I would put damage above CC for Guardians, but even there I think you might be right (alas, I haven't played my Guardian much lately).
I also think breaking them down to basic groups is useful for quick discussion, but that's a poor tool if you want to dig much deeper. For example, kiting is a technique that requires at least a little thought, while aegis and blind are both passive methods of damage resistance. To lump them under the umbrella of "CC" stops working when you factor player skill into the equation. A skillful player can theoretically kite forever, but boons/condition application are strictly limited by the game's design. Quantifying something like 'ability to kite' is hard, which is one of the reason I like snare / slow mechanics more than passive mitigation (I do not, however, like stun / immobilize, but that's a whole other thing).
Also, I think you set up a complaint about warriors being really good at all three metrics, but gloss over why that is; "CC is also currently weapon based", you say, so of course the profession with the most weapon choices is going to have the most versatility. That's the big reason I went with Warrior over Guardian at launch. However, you suggest that more performance should be built into traits when I would go the direct opposite direction; other professions should be built up to match in terms of weapon selection. Your way is more realistic, but also puts more of the gameplay into the mechanics that exist under the hood (we'll circle back to that in a second).
I don't disagree that "not enough power is tied to traits", but I think you and I have different ideas of why that is, or at least different definitions of power.
As a quick addendum, the biggest problem with PvE is that it's tuned too much like Monster Hunter. But Monster Hunter is more an Action game than an RPG. Guild Wars 2 needs to be more of an RPG than an Action game. The Action RPG as a genre has a pretty large spectrum.
This, however, I
strongly disagree with. The RPG elements (stats, gear, most traits) are the
least exciting elements of Guild Wars 2.
+x% damage,
y% chance to, etc. are all passive, math-y traits that need to be rooted out and replaced.
The problem with making Guild Wars 2 "more RPG than action game" is that RPG elements put all of the power into the black and white math running 'behind' the game. And while that may be great for balance (it's certainly great for checkbooks) it sucks the fun right out of the game.
Balance is impossible in a game this complex, not just because there are 8 professions with different combinations of 16 weapons, with access to a dozen and a half different utility skills and a gazillion possible trait configurations. A lot of it comes from player skill, strategy and reaction time.
Instead, there should be more grey area, which is where the combat log stops being a useful method of determining balance. The opposite of balance isn't necessarily imbalance if you make player skill the determining factor. Fighting games are a great example where even "overpowered" characters can be taken down by a player with skill and strategy to counter those attributes. Pushing for more RPG mechanics in an action driven game like this only creates
more room for imbalance, when one profession is beholden to the math than another.
As an example, I would be shocked if many Warriors took the "Missile Deflection" trait. Here is a trait that can be absurdly useful (we all know how valuable reflects are in PVE), but one that requires a great deal of skill to use. You have to be able to tell when a powerful attack is coming, especially since all warrior block skills have very small windows. In the right hands, it can be extremely effective (reflecting a Kill Shot back at another Warrior would ruin their day), but it chews up an entire Major Trait slot, and it's surrounded by very safe, passive traits that don't require
any skill.
Traits like "Missile Deflection" are difficult to balance; it can be very powerful, but it has a high skill requirement. It could turn the tide of an entire fight, but only if the person knows how to use it in the right situation.
So much of Guild Wars 2 feels primed for that kind of situational use (that weapons do so much of the heavy lifting
and are swappable is a bigger shift than most people realize) but the traits run counter to that. You can be a Greatsword / Axe warrior, and there are traits that specifically boost Greatsword and Axe damage (Slashing Power and Axe Mastery), but what if the situation changes and you'd be better served with a hammer or longbow? Gimped. This falls pretty close to your comment about feeling like "it's about being really good at one thing."
This is getting pretty long so I'll end here, but in short, when I beat an encounter, I would rather it be because I'm good at playing the game, not because I have the best trait setup, the ideal gear configuration and the optimal rotation. You say the "Action RPG as a genre has a pretty large spectrum", but moving more towards the mechanical side of that spectrum is just the wrong direction, in my opinion.
I still have that Trait write up I was working on. Since this last update is relatively light on content I'll have to wrap that up soon.