A synopsis:
Full party heroes will make the game more approachable for solo players, allowing more people to do more things.
Pros:- Improves approachability for hard content that can't reasonably be done with H/H.
- Improves the issue of empty districts and outposts; PuGs are becoming less common because of a diminishing player base.
- Opportunities for creativity in new 7-hero team builds.
- May revitalize the player base in preparation for GW2.
Cons:- Even less incentive for PuGs to form.
- Will, overall, make the game even easier, decreasing perceived prestige in certain achievements.
- Takes development time away from other possible inclusions (Profession updates, PvP, GW:B).
Yeah, this is a pretty big deal. Both sides have some valid points. Anet has a hard decision to make, but I'm sure the greater numbers would be on the 7-heroes camp because many people play solo, and many people want to be more effective at the game to ramp up for GW2. I'm fine with that, and I'll tell you why.
PuGs are bad. Even inside my own guild, there are disconnections, emergencies, lag, and a lack of understanding on how certain builds work, or how to clear areas safely and efficiently at that level. Failing is frustrating. Clearly, high end content is not for them, and likely won't be even with 7 hero parties.
For me though, I would enjoy 7 heroes because it has none of those issues. The fun and social aspects are still there in Vent, Guild Chat, and even some casual PvP. It's a small guild, less than a dozen people, and when nobody else is on, it would give me a greater chance of success to finish the other half of my vanqs in the queue. If I had a team of 8 skilled humans, things would be easier, but there isn't any easy way for me to form such a group, and gauge the competency of all players at the same time. If there was, you'd bet the half deemed incompetent would cry "elitism" and would be really bummed out.
It's true that this will make the game easier, like hundreds of other changes before it. From removing refund points, to PvP skill updates, PvE skills, Heroes, Consumables, and even direct difficulty balances have changed the game forever. That process is
never going to stop. If a skill is changed that doesn't in any way increase how frequently it's used, it's a wasted change, and the only way a skill is used more is if it improves. (for example: Illusionary Weaponry)
Many people arguing against full hero parties say that it's interfering with Paragon and Dervish updates, but cannot seem to realize that those too would make the PvE game easier! Psychic Instability, Panic, and FC recharge reduction say hello! Tell me, how has Signet of Spirits affected how you play the game?
Again, I know that developing games is hard (I'm a developer myself). I know there is no way to please everybody, but you can please some people some of the time. If Anet is really worried about the bottom line, then sell hero slots for cash money: 4 for $20, and that will easily pay for more GW:B developers, which would increase interest for the release of GW2.
Finally, I want to say that GW2 is not GW1. Anet has proven that they have learned a lot from the course of GW1 in their manifestos. The truth is, if you feel that you have already played all that GW1 has to offer, I strongly encourage you to play some other game until GW2 arrives. You'll preserve your fond memories without resenting the world for the changes that have proven to be inevitable.
Some people will never be happy. It must suck to be them.