Bored at work so I've been reading every single post in this thread. This thread is definitely the most positive GW2 community I've encountered so far which is nice but I'm curious if there is anything you guys don't like about the game? I think i saw a few post about the trait system (i think it was from Retro) but is there anything else?
I actually saved a post I decided not to put on Reddit because I figured it would get TLDR / downvoted to hell. The goal was to show what legitimate, useful feedback would look like instead of just a big list of things with no useful reason why. I don't think it's a complete list of everything I dislike, but it's more than enough for now. It also doesn't include things that I know can never be removed but I philosophically disagree with (character levels, for example). It's also hard not to throw my Dream Fractals in there.
You'll note I'm not asking for new weapons, new classes, new zones, etc. because those things are coming. Same with housing, GvG, etc.; they know people want these things and probably have a plan to roll them out eventually, but it won't happen at the expense of existing content. Anyways...
Traits
Point Distribution
"Characters acquire their first trait point at level 30 and earn 1 additional point every 6 levels up to level 66, when they start earning 2 points at a time." Bleh. You end up getting trait points at such odd levels as 42, 54, 66, etc. so that it almost seems random. If you're getting 14 trait points, give em out every 5 levels starting at 15. Or two points every 10 levels, starting at 20. At least then there's a pattern that people quickly grasp.
Unlocking Traits
A huge missed opportunity for world building. This was potentially a way to integrate profession flavor into the game naturally while giving players real, solid and permanent rewards in the form of new traits. Instead it's a list of chores, a checklist of things to do. Trait unlocks should be quests (literal definition here, not gaming jargon), even something as simple as "go to this location and interact with an object", though I'd hope for something more interesting. Thieves could return to their guild and learn new traits from their old master. Necromancers could seek out graveyards or places where the dead linger and reap knowledge from the underworld. That sort of thing.
It doesn't have to be some legendary undertaking, but it would be cool if you had to fight something or solve a puzzle of some sort. It'd be best if each trait required you to complete a task that was thematically relevant (e.g. unlocking a defensive trait requires fighting an enemy that requires you to play defensively). It would at least give you a reason to go out into the world and explore, not because there's a checklist of POIs, Vistas and Waypoints to clear, but because traveling the world and learning new skills is an integral part of heroic mythology and it's a hell of a lot more interesting than map completion. I'm almost okay with being able to purchase them quickly at trainers because convenience is such a big part of the game and sometimes you really want to do something and not have hoops to jump through to do it.
Passive Traits
I'm still shocked by the number of traits that are boring, flat statistical increases. Guardians are especially bad, but every profession is loaded up with them. I get that it's hard to come up with a lot of unique modifications for each profession, and impossible to balance them when they're not easily-quantified stat boosts. But some of them are so blasé in their implementation it's almost a little insulting. The Guardian's "Force of Will" grandmaster trait (Here, have +300 Vitality!) is the worst offender in the game. It couldn't have been a cool armor effect with 3000 health that has to be broken through? At least then it would be a semi-interesting gameplay mechanic and not mundane math.
The more gameplay-oriented traits get, the more difficult they are to balance on a spreadsheet, but I feel like eventually they'll reach a point where the user input (i.e. skill) required to successfully utilize them becomes the balancing factor. Then it becomes "Are you good enough to pull it off" and not "Is your build 2/6/0/0/6?" I do not expect this to ever change, as there is too much RPG in this MMO and everyone (designers, communities, etc.) are still under the delusion that perfect balance is obtainable.
Megaservers
Districts
There needs to be a clear way to identify where you are in the game. Megaservers are awesome and they've breathed a lot of life into the game, but having guilds split up across different servers (that then become full) for missions is getting old fast, as are things like Tequatl fights being either "Full or fail". I don't even need the ability to change between them (though that would be for the best), but just being able to identify them and then figure out who needs a ferry (rather than "Can you see commander xyz?").
Cities
Cities need to be built around servers and overflows again. Not seeing familiar guilds or players, seeing Tarnished Coast RPers everywhere (emoting a ton), hearing about WvW fights that are not our own, etc. I don't think there was ever a problem with cities being kinda empty since there aren't events in them. It's kind of a community buzz kill.
Gear
Runes / Sigils
Do away with the stat boosts on them, so that they're only for the bonus effects (stats should only come from gear). Instead of slotting them into weapons and armor, take the single-rune approach PVP uses and apply it game wide. Allow Runes and Sigils to be swapped out at any time, either via a dropdown menu (unlock upgrade items via a wardrobe-like system) or just as equipment you carry with you if you want options.
Aside: They could cut a shitload of passive minor trait effects and roll them into new Rune / Sigils. Stuff like healing or damaging on dodge roll? All the fall damage ones?
Free Transmutes on White Items
Doing away with Town Clothes, I get it. It was a clunky system. Outfits aren't much better, but I have a feeling they've got plans for these that merited the changes. But there's still a lot of gear that would be nice to have access to for shits and giggles, and since almost nobody wears white gear for anything but leveling (where you replace it so quickly Transmuation charges are wasted) or roleplaying, it seems like a nice compromise.
User Interface
Merge the Equipment, Dye and Wardrobe Tabs
Switching between them is clunky, there's a lot of extra room... I have a feeling they were more focused on function than form for the feature patch, and eventually they'll get this sorted out. Not a biggie, but still kind of annoying.
Mini-Pets
Need a dedicated slot in the UI, need to move faster, need to stay summoned between zone transitions. Pointless, I know, but still. They want us to keep buying Mini-pets, I'd like to be able to use them a bit easier.
Black Lion Trading Post
Ticket Scraps
Black Lion chests should have a 100% drop rate on Black Lion Ticket Scraps, but the actual tickets themselves could require additional scraps (possibly even double). In that way, players are always making progress toward something rather than dealing with the pitfalls of randomness. A Black Lion key becomes less of a gamble and the incentive to purchase them increases substantially.
Things I would like but other people would probably hate:
Get rid of Borderlands
Blow 'em up. Add in two new unique, Eternal Battleground-style maps where no server has an advantage. Incorporate EotM-style features so objectives have more strategic value than simply PPT. Constructable bridges and barriers, camps that let you do crazy, fantastical things like turn into siege scorpions. Risk vs. reward decisions all over the terrain instead of these open spaces where zergs just spin into each other. EotM and the Ruins of Power are in my opinion the best parts of WvW, map-wise.
More involved Crafting
GW2's crafting is functional, but it's boring and people use it to grind out levels more than they do to make something useful. Vanguard still has the best crafting system, where each time you made an item it felt more like turn-based combat, where your enemy is chance and the complexity of changing one thing into another by force. A sword wasn't just 'gather the ingredients and click Create', you had to bring tools and special items to fight any complications that cropped up, from the forge going cold to the accidentally spilling material. You had a finite amount of Action Points (energy), so if you took a turn to stoke the forge, that meant less points to spend perfecting your sword and the quality would be lower.
Sadly, that game is dead and there aren't any quality videos of it without horrible narration. But anyone who played it will agree; the game was an awful mess, but it had a ton of great ideas.