I, (and many players as well), felt a big lump in my throat once I read that my account and accomplishments will be somewhat rendered useless when GW2 comes out. I put a lot of time and effort into my characters and their gear, and got tried to think of ways how to somehow fix it.
After a while of thinking, I might have come up with an idea however.

Obviously, I know that cash cannot be transfered, because that unlike weapon and armor looks does affect actual gameplay. For instance, someone with 100k cash or whatever the GW2 currency is can get faster access to the best gear than a person who has 10g. But, why not do something else, simply preserve weapon and armor skin templates and recreate them on gw2 items.
Now, I know probably some people will complain and say: "NO, NOTHING SHOULD BE TRANSFERED OVER OMG DONT BE ELITIST ITS A CLEAN START OMG OMG OMG." Well, this is an expected reaction, but the people who say this must ask themselves: How indeed is bringing over item and armor skins affecting anyones gameplay? Simply put, it keeps the looks and preserves the history better, and players who worked hard to get the skins they really like can still keep them without making anything unbalanced.
Still, this idea in itself is still not perfect. What about gold/purple and req, what difference will it make if a guy has a gold req.8 15^50 crystalline template saved and a purple req.13 12vs.hexed saved? Well, this is also tricky, but it can be distinguished.
First, the lettering distinction will be implemented, obviously to tell the difference between rarity. I don't know if GW2 will also use white/purple/gold for its rarity distinctions, but for the sake of the idea lets assume that. Next, simply for the dmg mod and req, this is what can be done. If you for instance have a req.9 longsword compared to a guy who has a req.12 longsword, the barometer of req. will be in a type of measurement such as stars. Req.8 gives 1 star. 9 has 2. and 12 has 5. These stars can be kept in a horizontal section of the item display window. And dmg mod similarily. 15^50 1 star. 15%-10 2 stars. 15%-5 3 stars. And so forth. By applying this type of division, players can still tell the rarity of an item by star or some type of marking value.
Also, as dmg range, this is the easiest part. For instance. You save your longsword template on your computer. The skin, its req., and dmg mod are there in stars and in appearence. Then, lets say in gw2 you find a low dmg weapon. A starter weapon, lets say in gw2 the swords range for max is 30-50. But your starter weapon is 6-13. If you apply your gold longsword template on it, then you will have a gold lettered, "x" amount of star (stars obviously do not affect gameplay or weapon effectiveness) 6-13 longsword. Again, not giving you an advantage over anyone else.
The idea being you can reuse these templates, although I am not sure if a limit should be applied.
Also mods, sorry for not posting in gw2 huge thread, it would get lost in the mess that thread is in, also please move this if necessary.
Feedback and suggestions are appreciated, but please please keep this flame free and think carefully before posting.