EDIT:
The new faces, hairstyles and beards are fantastic!
Did the combat expand beyond the same 5 skills yet?
Because honest to god, that is the only thing that keeps me from enjoying this game. There's nearly zero variety there.
If you play something like Elementalist you switch Atunements on the fly. F1, F2, F3, F4 - So your skillbar changes with the press of a button. That's 20 physical weapon skills at once. Then you have your heals, your 3 utlity and elites which you can also change on the fly.
That's 25 skills on the bar at any given time. And these skills change completely depending on what weapon you use. Daggers is some Avatar The Last Airbender type shit, while staff is all about classic Gandalf distanced fireballs and electric fields and water healing and so on;
https://wiki.guildwars2.com/wiki/List_of_elementalist_skills
Secondly, a lot of players don't know about combo fields, which rewards knowing which skills work great together. If you're in the water atunement, you can make a water attack, and then change to the lightning atunement and do an electric shock attack, with the electricity piercing the water for extra damage. The game is full of combos like that. Fire arrows into a firefield, and the arrows catch fire and so on and so forth.
The problem is that many many players are totally ignorant to all of this gameplay depth because Guild Wars (both the first and the second game) was never good at explaining its gameplay systems, and because of this, a lot of players get into the game and think its a shallow experience with no tactical elements which is so far from the truth. More about combo fields and synergy between different classes skills;
https://wiki.guildwars2.com/wiki/Combo
Engineer is another class that has a lot of skills. You equip kits on your toolbar. So pressing 7 could give you a flamethrower kit, that gives you 5 flamethrower skills. If you use kits for your heal, and your 3 utility skills, that brings your weapon skills up 20 as well, plus all the F skills which change also.
Then there is the spell specific combos, where you activate multiple skills with repeated presses;
https://wiki.guildwars2.com/wiki/List_of_engineer_skills
But look- the reality is, and this is the reason why most other MMOs including WoW, SWTOR and others have gotten serious skill bloat over the years, because just having lots of skills and buttons to press, doesn't in itself make a game more fun or more strategic. It might seem that way to a player whose enjoyment is based on button mashing and simply pressing keys, but that in itself is not complex or tactical.
Making something well designed is often simple, but making something simple is hard. It's easy to make endless amounts of skill and claim that, that is actual good choice that gives a lot of good gameplay, but this isn't true.
In GW1 a vast amount of skills were useless, copycats and lacked proper precense. It's really sad to see so many players in MMORPGs think that skill bloat is somehow fun. Fuck having 50-100 buttons on hotbars. That shit fucking sucks. Convoluted doesn't mean complex or fun.
It's like people advocating for more guns or a bigger open world or more quests just because they are completely sensitized to the idea that more is always better. It's just not true.
In GW2 there is a very powerful rune and stat systems that let every type of build or character be powered by every type of stats. That means you could min max a warrior with healing power. You wouldn't be able to kill anything effectively, but your self heals and AOE heals would be very powerful.
So lots of the complexity comes from the runesets and stats set.
And you can make a lot of really cool and strange builds. A lot more innovative possibilities than I have seen in many other MMORPGs. The problem is just that once again, this is totally lost on so many people as the game is not good at explaining itself.
GW has always been different and its always confused a shit ton of people. Its scaling is often really misunderstood too.
The biggest "build diversity" problem GW2 has in my opinion is that the game is build around doing damage, and because of that a lot of people mistakenly think that support, sustain, heals, cleanses and buff builds are unrewarding and not worth it.
In other MMOs you'd have healer characters so powerful that that is all they would do in a dungeon run. A healer will just heal and do nothing else. The problem is that that wouldn't work in GW2 where you have world bosses with 150-200 players. The game doesn't know how to scale itself effectively if you had 20-30 healers who healed everyone that powerfully. Then you'd have to design the game around that, and that would mean, that every time you didn't have that number of healers, the game would break and become a frustrating mess.
So among the meta, a virtue and sign of being a skilled player meant being able to clear the difficult content in your DPS gear. Being so 1337 you could walk around as a glass cannon, dodge enemy attacks and do lots of damage is what people consider a sign of being a good player.
And that is sad, because the game is so much fun if you play it the way you want. equipping various experimental builds based around other forms of damage or support is so much more rewarding than being a DPS berserker, but players have had the experience that going into a PUG dungeon or fractal and being told to be in DPS gear.
But I run around in bunker, healer, buff and sustain builds when I play open world, pvp or WvW and its so much more fun. And many guilds also get so much fun from that as well. Like other Multiplayer games, the fun you have is highly impacted by who you're playing with.
I highly recommend you to not go blindly into the meta. You'll see the game has a lot of viable and insane experimental ways to play just like GW1 had.
GW2 got a lot better after it condensed and further focused it's trait lines into its specializations. Every time a new specialization is added to a class, the strategic possibilities is vastly increased. Every weapon you equip represents its own sub class. And so, every time we get a new weapon for a class, it allows for further customization and synergy.
In GW2 you can use specializations to fold your character into what you want. You can have tanking casters, melee DPS ranged attackers, healing heavy armor character. because the stats and rune systems are completely free and independent from everything else, there is nothing you cannot do, as long as the class has gameplay attached to it.
It also makes every class play differently. A Support revernant that heals feels like curling. You use your staff to move this tablet on the ground move around to heal your allies. Meanwhile a ranger specced Druid beams, bubbles and glows heals into allies it touches. A healing Elementalist puts AOE water fields on allies, a warrior AOE shout heals to nearby allies, a guardian can bubble heal inside a protective dome. A mesmer or ranger can use pets to heal allies.
There is a lot of different ways to play that is lost on a lot of players unfortunately.
People kind of do themselves a disservice to go to reddit or some place like that and think that a meta approach is the only way to play effectively. Kind of rubs a person of all the creative ways to build a character. Runes are really really powerful to build a character in ever unique ways, and they keep adding them:
https://wiki.guildwars2.com/wiki/Rune