I've done my fair share of QQing on this forum, and this idea came to me just now. GW has NM and HM, and only very occasionally do the rewards from going HM outpace those in NM, such as gold tome drops and such.
Many of the complaints I've read deal with drops in places like Dungeons, and especially end chests, such as doing Slaver's in HM for a diamond and onyx lol.
So here's my idea. Whether it be implemented in GW or GW2, makes no real difference to me as I rarely log on anymore, but it may make a difference for others.
First, increase the drops for everybody. Its time that players felt rewarded for their efforts, along with a player being able to, say get a set of FoW armor without having to farm areas, a process that would take years. This is something that could be implemented now, and I can't think of a reason why anyone would complain barring the uber-rich power traders with stacks of ectos, but no one really cares about those jerks anyways!

Second, and this is probably more of a GW2 thing, but call it split-level design for lack of a better term. Take a dungeon, designed for 4 players with an average time to complete of 1 hour. Then design an "alternate" mode that allows 8 players to play, and adjust monster difficulty so that the average time to complete is 30 minutes. Additionally, make the drops scale so that you get the same drops per time regardless of which way you play (i.e. the 4 player team would see double the drops but take twice as long as the 8 player team).
This way, even if you could only play by yourself and three heroes, you could do the dungeon, while organized guilds with lots of active players could play full 8 player teams.
But the crux of both suggestions is scaling up the rewards in both GW1 and GW2. I think many players would be happier with better drops, and perhaps drop rates based more on player level than monster level, or some balance between. I'm not advocating a change that allows every player to get 8 full sets of FoW in five minutes playtime, but it WOULD be nice to see perhaps a global but low ecto drop chance throughout the entire game for example, such that slaughtering hordes of earth elementals in HM might net you a couple of ectos over a few hours, or that playing through dead areas like the Souther Shiverpeaks and Maguuma Jungle might give you an ecto or three could revitalize dead areas of the game.