Here’s a quick list of changes that I think would really improve the game (in no particular order):
A real LFG feature: I don’t even know how the current feature works… is it proximity based? There’s also no customization for it so you have no idea what type of group the people that are even using the feature are looking for. Using chat is insufficient because you quickly become locked out for “spamming.” Something along the lines of checking off dungeons you want, your profession, and then an area for a descriptor to describe paths you want to run, your “role/spec”, etc. would be a huge improvement.
A character inspect feature: I remember one time specifically near the end of a CoF run where I felt we were going slow that a ranger started linking all the exotics he was wearing. Lo and behold, he was wearing all magic find. Inspecting allows you to screen members and make sure they’re up to snuff, especially since everything can be skinned…
Armor sets and Trait saving: Both of these changes would allow for better switching between situations without having to use the slow and clunky processes that are already in place. Of course, you still have to be out of combat to change armor and you still have to pay at a trainer to retrain skills, but this small change would be nice.
An option to list items as text: How many times have you equipped the wrong item or searched way too long for the proper item because they all have the same icon. Sure, sorting your bags out helps, but as you unequip and reequip items they become all jumbled again. An option where you can view all your items as a list of text would make life a lot easier.
Reward skill, not only time: The whole reason I began to dislike WoW was the fact that they began rewarding time put in rather than skill. Dailies and tokens became the new means by which you would get gear. HOWEVER, the best gear was still only obtainable by actually doing the current content. GW2, on the other hand, only has the grinding option. There is no unique gear that you can get from displaying skill. Legendaries are the worst offenders; having one doesn’t prove that you’re good, it only serves to prove that you went through a mindless grind. Maybe there are plans for more difficult content that utilizes unique drops rather than just token grinding explorables that even the worst players can get through. I’m all for having the option of grinding for gear, but I’m against grinding being the only option/grinding giving you the best stuff.
Incentives for crafting skills: Maybe it’s because they didn’t anticipate how the economy would shape up, but having a crafting skill up to max provides almost nothing for you. The “crafting fee” that you earn when making something and then putting it up on the TP is almost nothing. That and there’s no way to trade items safely, the option to offer up your services for a fee is also not really an option. Maybe add a trading system? As it is right now, the only incentive I personally have for leveling a crafting skill is to help supplement leveling a character with extra experience.
Revamp the TP: There are a ton of bugs as well as poor interface/sorting options that make the TP one of the worst market systems I’ve seen in a game. The “Only Show Available” filter doesn’t quite work after you sort by price (or any of the other sorting options most likely), you can’t sort by specific armor types (I’m sure this bugs a lot of people), constantly being unable to see the details of an item and not being able to buy until the game is reset, refresh button doesn’t work, can’t inspect items, forced to pickup all items and money instead of choosing what you want to pick up (sometimes I want to pick some stuff up on two characters, this forces me to take the extra step of using my bank which is often full), the list goes on. The TP is terrible.
Consistent/clear wording of tooltips: A lot of tooltips are unclear. For instance, take the 25 point trait in strength and arms trees for warriors. Stick and Move only says that you gain a damage increase if your endurance isn’t full. Attack of Opportunity specifies a 10% damage increase to bleeding targets. Why does one specify the actual increase while the other doesn’t? Not having clear tooltips makes comparing traits and builds extremely difficult. These are just two examples, there’s plenty of vague wording in plenty of other tooltips.