just a few ideas that may or may not have been mentioned as i fell asleep reading 23 pages of replies
1-char identity as it relates to profession:
-as it stands we can create a human war or human monk or whatever and thats what they are no matter how they play. i would suggest something along the lines of creating a unique look to your char based on your profession and your chosen skills direction. i dont want to go into the skills research/skill tree thing because i think that is too limiting. instead let the player choose the specialty they want instead of having that predetermined for them. for instance mesmers have fast casting primary, monks are divine favor, etc. if the player wants to run an ele that will primarily run fire then let them choose fire as their primary. second to this is the armor/appearance of said character. the char should always have some resemblance to the "elementalist" class but allow fire eles to have different armor/appearance than water eles, etc. while its still possible to keep flexibility to change builds as is needed, once chosen, that char should have an inherant bonus for that attribute once its chosen. the ability to choose should also only be open after that char has matured and gained a reasonable amount of skills to allow the player an informed decision. it could be simple as capturing an elite skill or going through a specialized quest that allows the char to "transform" into the new char type.
2- skills
-probably the most disputed area for GW2. keep the skill limit to 8 or allow limitless access? both have points but i have an idea to find the middle of the 2 sides. have a planned skillbar like we have now of say, 10-12 skills but allow other unlocked skills to be easily accessed if needed. give the skill bar normal or slightly buffed stats (ie: faster recharge, lower energy cost, faster cast, more dmg, etc due to the fact the char has been practicing with them and gotten proficient at using them for this mission/quest) and/or give the non-skillbar skills slight penalties to use (slower recharge, higher energy/adrenaline cost, etc due to the fact that the char has not been practicing these skills therefore it would require more effort to use them). this will allow the player who plans and has a proper skill bar for that area, and only uses their skill bar, a definite advantage over one that plays the "rainbow" of available skills. on the flip side, it will also allow a buffer for those that dont have a proper skillbar for a quest or mission. even though it will definitely be harder with an incorrect skillbar, missing 1 or 2 helpful skills wont necessarily mean having to restart the mission over again. with the continued use of attributes, then there wont be warriors using meteor shower after setting traps.