Future content: ditch the side-on cutscenes
i don’t think they have to be thrown away altogether, but a lot of times they would’ve worked better as an in-gameplay cutscene (like on the battle of claw island, when that dude is struck down). those are 99% of the time much better mood-setters and let you see the scene in its true scope.
i also think they need A LOT more animations (no one ever looks truly angry in those, for example), and make good use of the ones they have (why is someone that’s dying looks like they used /cower instead of looking like they were downed?).
the “isolated dialogue” scenes should be limited to moments where the only thing that matters is the dialogue, when there is no setting or action going on, like a mission briefing or a some insightful lines at the end (WHICH SHOULD NOT TRIGGER AS SOON AS YOU TAKE THE OBJECTIVE DOWN, it’s obnoxious to see a cutscene cloud your view before you even see the boss fall dead).
I hate to say it but I have to agree here. I know Arenanet worked really hard on these scenes and hand-placed a lot of gestures and expressions to make them enjoyable, but most of the time they do exactly what OP said: break the immersion.
GW2 has an beautiful game engine. Use it to tell the story during a mission. You can even pause the action to do custom camerawork and still preserve immersion (just make sure the minions aren’t beating up Shiro in the background, Factions players will know what I mean).
Save the storyboard animations for major exposition, it’s PERFECT for that, absolutely brilliant. But if it’s just talking heads in the middle of a mission… skip it.