My idea of an ideal Guild Wars can't really be made by taking bits out. You have to add bits in, probably redesign quite a substantial part of the game to be honest. Still, you can probably bend some of these into "removing" certain things if you wish.
PvE:
Firstly the plot. Guild Wars being ... Guild Wars, I would prefer to see a story related to that. Instead we got a typical good-versus-evil plot that betrays its probable origins as a sideshow to the PvP element of the game; but it would be nicer to see a little more warfare going on there. The strength of that is you can have a campaign where the heroes and villains are ... pretty much a matter of opinion, rather than laid out for you in simple terms. There are precious few examples of people who really are evil; they generally just have twisted ideas of what is good.
I doubt GW2 will quite go there either - maybe down the track but the dragons idea doesn't really sound like it unless we find out they're not really evil (which would be another RPG cliche...!), but I can at least live without it as long as the storytelling is reasonable. And the characters a bit less superficial. You don't necessarily get a lot of time for character development in an RPG, but a little less predictability would help. (I recall Kurzicks and Luxons here; they seem to hate each other just for the sake of it. Surely we can come up with better reasons than that.)
OK, now for the world. Still too small. While this may, at least to some extent, never be solved, the envelope could be pushed further by manually creating only the most important areas and implementing the rest of them procedurally. I don't advocate abolishing map travel, and simply making maps so much bigger would necessitate faster transport from A to B for even
that to work (never mind without it!), but sometimes I want it to feel like the Shiverpeaks are really that damn big. Procedural content generation would allow huge worlds without hiring enough artists to fill a small government department, and also without taking several dozen gigabytes on your hard drive (since they would only exist when you were actually in the area, technically).
Thirdly, bigger battles. GW feels a bit small-scale at times, which I think we can beat these days. Who's up for a little bit of Helm's Deep?
And while I'm at it, at least in PvE I would like to see more firepower on the part of the player characters. It gets crazy, and I know, it's strictly not realistic to fight off four trolls at once by yourself, but it's
fun dammit, and seems a lot more epic.
And that brings me to my fourth point; separation of PvE from PvP. I don't mean PvE characters can't PLAY PvP, but I do mean they use a different skill set. Or the same skills, but they work differently. This means balancing for one doesn't carry over into the other, which is good because altering skills in PvE is rarely actually necessary and mostly upsets people.
Fifthly, I'd like something to DO when you've got all your skills, equipment, whatever. Some might say "dungeons", or FoW/UW etc, but you run out of those pretty fast. Others will say "PvP", and I actually tend to agree with them right now; PvP gives you a continuing challenge and never gets old.
But I'd like to be able to "join in the fight" PvE-style. Perhaps, now that I'm done preparing, I can join in the war against my faction's enemies, who may gain and lose ground depending on my efforts and the efforts of those around me? And who, if computer-controlled, will react to what's going on - come up with strategies and daring assaults to counter our own, and so provide some challenges by keeping us on our toes? (This is sounding a lot like world PvP now.)
Or maybe, instead, there could be new challenges every so often. Every month, week, whatever. A new ultra-deadly boss turns up and the first couple hundred people who figure out how to defeat it earn some kind of reward. Or recognition, since I hypothetically might not be needing those rewards any more (minipets might do though!). This puts pressure on the content creators of course, but it gives people things to do and prepare for.
PvP:
OK, to be honest I don't know as much about this side of things, so it's difficult to make recommendations for, but I shall try.
Firstly, a rationalisation is in order. We have game modes kind of just for the sake of having them; Aspenwood and the Jade Sea hardly get touched, while the only reason AB does is probably because it's easier than HA or something. Less game modes and more focus in what they're trying to cater to would be good.
Secondly, balance. The favourite bugbear of many. While everyone seems to jump to suggesting that ArenaNet fire Izzy and find someone more competent, I'm not so sure. Perhaps more familiarity with top-end GvG would do some good, but I wouldn't be surprised if people would still complain that some skills got nerfed and not others. I suspect what would make the whole show easier, strangely enough, is less skills. Less skills means less strange combinations and less fantastic ways to break things. Also, ideally the game should have been designed from the outset to be balanced - by looking at the ways things can break and working out how to avoid them. That way you reduce the endless ad-hoc balancing that may go the other way simply because the current fashion is X instead of Y again.
Unfortunately, this is impossible to get completely right without total homogeneity. There will always be slightly unbalanced things out there - Starcraft, which was one of the most cleverly balanced games I can think of considering how different the races were, had its own issues. But having 1000 skills to work out all the problems with seems to me to be making the problem artificially hard for yourself, especially when you have to try so hard to ensure not only that none are overpowered, but that there isn't a huge underclass of
underpowered skills as is currently the case. (Has anyone found a use for Tease yet?)
Thirdly and finally I think for now, world PvP... I'm glad to hear it's in GW2 because it will provide a much better stepping stone for people to get into PvP - but I really wish it were in the original game. Provides most of the benefits of random arenas - join whenever you like, don't need to find people to play with you - without all the problems of, well, randomness, such as finding out you have a sucky build. It's unlikely that any group of a hundred people will be substantially worse than the other group of a hundred, unless, say, only noobs really like the Charr or something. (Which, I concede, is possible.)