As I posted elsewhere, after two shiny new Gladiator points I'm a lot more confident than I was in the Dervish's ability to stay alive under pressure, both in PVE and PVP.
I played mainly in Random Arenas... But don't let that fool you: There were a
lot of people who busted out their SS necros and enchantment-hate mesmers to "farm" the horde of Dervish n00bs for faction. More effective were the Cripshot rangers, but those were a bit less common.
My initial conclusions? Drop that Scything score to a weapon-requirement nine, 'cause the spellcasting is a lot more powerful. Wind Prayers are utterly awesome, and the fact that you can get a lot of utility spells out of the Mysticism line means you never have to split attributes more than three ways.
Another thing I noticed is that area-damage Dervishes "stack" very well - one of my Glad-point teams contained someone else with the D/Me prefab (mine was heavily modified and had the scores redistributed), and the number of casual kills we got on
Boon Prots just because we both happened to spout off some Holy Flame simultaneously was crazy. Their range, you'll note, is greater than people give it credit for.
...Since they have a lot of utility spells and OK heals, an all-Dervish team works quite well. An all-Paragon team, from what I saw, tends to lack a good kill condition.
As you can infer from the above I didn't put in much playtime on the Paragon, since I was busy, uh, unlocking Dervish stuff. My quick impressions from playing the prefabs were that they're a bit light on damage. The best use of them in support was chain shouting, but that really depends on them having a
proper damage dealer to support. Independent ranger-like builds were also forthcoming, which were good condition-spreaders and incompetent interrupters.