GW2 is unique in the way that each weapon skill sets are different for each profession.
We get to change our utilities and customize some of them via traits, add effects.
What if we could get alternative skills for each weapon for each class and be able to change them on the fly like traits or utilities when out of combat?
For example: Change standart Engineer Rifle AA to something else like Scatter shot a short range shot which fires in a cone infront, or Net shot to a double rocket shot that adds vuln on impact and is affected by Explosive powder trait.
Overcharge shot to a Proximetry shot: ground targeted 180 radius shot which pulls up to 3 foes after 0.25s delay dealing damage and applying 2 confusion stacks.
Mesmer GS: AA from ranged to a melee 3 hit combo. Each hit applies strikes up to 3 targets and 6s of bleed with the 3rd hit being a Aoe spin hitting up to 5 targets applyinh 6s bleed and 2s cripple.
GS 5# from Illusionary wave to Ethereal Shock- slam your gs to the ground shortly dazing (1/4) and applying 3s immobilize up to 5 targets in a 240 radius.
GS 3# from Mind Stab to Ether Onslaught 600 range leap applying 3 stacks of confusion and 3 stacks of vuln on impact, Leap finisher.
Allowing GS on mesmer to have hybrid/condi capabilities and letting them have a choice between ranged pressure and boon removal (Mind stab) or go for more mobility (Ether onslaught).
Idea being that each skill would have a alternative skill, but always in that specific slot so you could have not only better situational adaptation, but a much much wider character build customization without fundamentally changing core mechanics, gear stats etc.
You could in theory run something crazy like a Gs/Gs mesmer with one of GS being customized for a melee approach while other on ranged pressure.
This won’t happen. Firstly because Anet has stated that elite specializations are the way in which our character options will be expanded in the future. Secondly because the increase in skills and especially the increase in possible skill combinations was a big problem for both balance (i.e. some options were clearly better than other options) and power creep (i.e. characters later in the game’s life were significantly stronger than characters earlier in the game’s life) in GW1 and Anet has been quite explicit in not wanting to repeat those mistakes.