By what logic will the difference between "build 1" and "build 2" be "necessarily bigger" than before? Must the distinction between two builds be large to be meaningful? And can't I just play the same "these two adept traits are equivalent" game that you have, and reduce that 2000 number to something much less?
In reference to the bolded statement, in my opinion yes, absolutely. What Hawkian, myself, et al. are in favor of
does result in fewer choices, but those choices would theoretically have greater immediate impact. For example, "When I hit bad guys, I set them on fire now!" has a real, "visceral" effect (and please, don't discount this opinion just because some of the best descriptors are overplayed marketing buzzwords)
On the other hand, while it's very exciting to say "You can have millions of builds," the reality is that the difference between those builds is very low impact, because your choices are all tiny little nibbles of nebulous improvement. They are easy to quantify on a spreadsheet but they don't carry much weight unless many of them occur simultaneously. For example "When I hit bad guys, I cause x+1 damage now!" isn't particularly thrilling (unless, again, you're getting a ton of them all at once, and even then I would argue the thrill is just "bigger numbers pop up").
So while there may be millions of choices in GW2 currently, they don't carry much weight. Things like Deceptive Evasion are awesome because "holy shit, you can generate a clone on dodge, how badass is that?!" while traits like Protected Mantras (same tier, gain toughness when channeling mantras) require you to open your character sheet to notice any change at all. One has "oomph" while the other is just "more numbers under the hood." If this were a turn based RPG or something slow like FFXIV, that wouldn't be a problem, but GW2 is more about depicting the actual actions rather than a numerical simulation of it, even if deep down it's all just, as you say, numbers.
Gaming needs a vocabulary separate from marketing speak, because it's hard to describe things like this sometimes. There's "game feel" but that sounds so vague and pretentious.
And I still find the scapegoating of numbers humorous. As if believing in the value of numbers is a philosophy you could possibly oppose. All differences between builds are numbers. All differences between everything are numbers. The differences between you and I that allow us to have this argument are numbers. Everything is numbers. Numbers are everything. Numbers numbers numbers numbers.
01000111 01100001 01101101 01100101 00100000 01101001 01111010 00100000 01100100 01100101 01100100 00100000 01101100 01101111 01101100
It's not "blame the numbers", it's the fact that numbers are an uninteresting stand-in for potentially more interesting, gameplay-oriented mechanics.
Of course the game is run entirely on numbers, it's a computer game. But the difference between me beating another player should, in a game as action-oriented as this, come down to "I am a better player than him" rather than "I have higher numbers than him." (and it should go without saying that in this scenario, "I am a better player" is referring entirely to gameplay, not "I know how to research and theorycraft the most mathematically superior build").