I've not had coffee today yet, so I might be talking more to myself out loud, rambling. I wouldn't worry about it.
I agree: I don't think the majority of PvE players want challenge. They want to push the button, get the cookie, and have that button occasionally painted blue, or green, or given a little frill around the edges. So in that sense, yeah, Zerk will likely remain the go-to stat set for people who just want to unbrain and be distracted for a while as they walk towards a reward. Kind of a pity, but the Challenge Mote system proves there are at least people willing to try, if only because of Shinies at the end of it.
At least there's fractals, huh? I think to our 50 runs, and there is *zero* chance those would succeed were we all in Zerk. So that's one place the Zerk meta can't reach, ironically for reasons you highlight: stronger CC from enemies, more emphasis on conditions.
EDIT: I may not be the sharpest tool in the shed, but even I know Myers-Briggs isn't worth the citations it's given in articles explaining why it's a useless psychometric, and only good for "See which Naruto character you are!" pop-up quizzes on Facebook.
Storytime:
I only recently came across the Technician vs Performer trope, and when I did I found it very insightful since it gave context to something specific for me: When I first started playing Soul Calibur in Arcades, the *only* reason I started is because I saw this idiot on the char select screen:
I literally screamed "lizard dude!" and threw in some tokens and mashed buttons. I figured out which one was block, which one was attack (ooh, horizontal, and vertical!) and which one was kick. I could mash through the first few characters easily enough, and eventually discovered Guard Intercepts and Redirects through sheer trial and error. After a while, I even had some combos going on, through trial and error.
My friend started playing the game too, when he noticed I was interested in it. But before he started playing, he went online, found faqs, movelists, and did a lot of reading. So when he started, he was a bit frustrated since he was trying to do the things he read about, and not quite succeeding yet because, well, he just started actually playing. Theory vs Practical, and all that. But after a while he got the basics down, and we spent the next ten years, from 1998 to 2008, playing that game against each other almost daily. I always played Lizardman, he always played Mitsurugi. We'd probably still be playing it, if I didn't move out of the country in 2008. Sadly, fighting games do not work across the North Atlantic Ocean. We tried, but the lag makes it unplayable. And it's not quite the same anyway, as being shoulder-to-shoulder. A lot of the "yomi" of the game, for us, was reading each other's body language, and tones.
He was always Technician, pulling off flawless, by the book combos and techniques found in movelists and recommended playstyle sections of strategy guides, and me: I never looked at a movelist, I didn't care. I still don't know what Lizardman's official combos are, or what the meta is with him, I just play him how I like to play him, and I play him as a bit of a performance. I like to play to a crowd, going for risky Interrupts or Redirects because, well, they'd be cool to pull of at that moment. It could result in a backfire, and often did, but I didn't care. The *act* of playing was, and still is, to me, more important than anything else. I love "a beautiful game", as someone put it. One stand-out moment for me was when, once, to a crowd, my friend and I had something like a 20+ GI/GR combo sequence, we had each other's timings down so well, we just kept intercepting, redirecting, intercepting each other's attacks, occasional feints.. it was one of those glorious, in the moment zen like places. I don't even remember who won the exchange in the end. The crowd loved it, probably thought it was staged. I can guarantee you, I was *really* trying to get past his damn blocks, trying damn hard. And I'm sure he was too. By the end we were laughing too hard to even see, much less act. I still feel good when I think about back then.
Now as for my Mitsurugi playing friend, we'd likely agree to this fact: neither of us is better than the other. If we had actual win/loss stats for our ten years of playing, I wonder what it might say - but that neither of us bothered keeping score, is to me *far* more important than what that score might have been. I feel we've always been equal, other than the occasional imbalance brought about when one of us would uncover some good strat, or just plain out-think the other because it's that kind of day.
So that's where I'm coming from, anyway, when I think of Technician vs Performer.
Double edit: And just as we talk about Hard Mode content, this giant post appears on the forums:
https://forum-en.guildwars2.com/forum/game/gw2/The-Case-for-a-PvE-Hard-Mode/
Lot of good ideas in there.