Though more importantly you miss far less by botching an interrupt in GW than one in Wildstar. In Wildstar an interrupt that is not done significantly introduces difficulty to the fight if not an outright wipe.
Wildstar was not a game marketed at casuals. GW2 seems to be the opposite end of the spectrum. Do you really think ANet wants to create wipes for casual groups just because the party comp had no good interrupt, or because the interrupter missed?
We speed runners will happily take bottlenecking content like that, because it’d increase the difficulty of content, remove all the casual bads from the dungeon runs (or make them extremely easy to filter), and give us pretty a much bigger relative share on dungeon gold income. It would end up looking like, say, any of the less casual-catering MMOs.
Other games punish you for not doing things well by wiping your party or adding significant difficulty. GW2 lets you yolo through content with anything for the most part, but doing things well makes it faceroll easy.
It’s for the sake of keeping the casuals and bads viable that content isn’t made harder, not because the dungeon community lobbies to keep things faceroll.
Luckily for casuals Wildstar now has adventures, veteran shiphands, open world content and dynamic events, and a solo instance with several paths to boot.
GW2 can already cater to casual players via open world content, which there is plenty of, and WvW.
Hell, they can make story dungeons not be terrible rewards wise and be the casual equivalent. Then they can actually make explorables what they advertised them to be and raise the rewards accordingly to the time and effort spent.
Problem is explorables are only really profitable if you speed clear them relative to open world content. That needs to be fixed. You can even introduce achievements into dungeons like boss mechanics execution and death counters/ time limit achievements while fixing all of the cheesiness of some speed clears that is most egregiously present in Arah (and they can in turn go and revise the dungeon and remove some of the trash packs).
Another thing Wildstar did well with its revamp of dungeons was Veteran Sanctuary of the Swordmaiden. People did not initially like it because it could easily be a 40-50 minute run for organized groups (speed can push it to 30-40 mins), and it was just basically a version of Arah full of trash packs that you had to dance around/skip and abuse to make the timers.
They went and cleaned in the packs, and also did a complete rewards overhaul. Trash mobs received sizable drop rates for customization items like mount flairs (basically accessories for your mounts). The gear quality was upped to be the best pre-raid entry gear (in the case of GW2, they could just make mobs drop ascended and t6 craft materials and the chests for all dungeons should have a decent to good chance of dropping ascended chests).
So, Vet SSM was still a longish dungeon, but you didn’t mind a 40-1 hour run (pugs can take from 50-75 minutes for the silver timer) because the rewards were rather good. And completing the dungeon could net you like 2-3 plat (the equivalent of let’s say 10 gold in GW2).
But I have my doubts about them ever making the game rewarding, since their pet economist seems intent in keeping this game a casino for microtransactions so rewards can’t be good or people won’t farm and grind for months and be more likely to buy gems at the store.