Enhancing each class combination with hybrid abilities only further drains the resources and identities which can be used in new classes. R/W is nothing like Assassin, Assassin uses dual weapons and combo attacks, focuses on higher critical rate, and has the ability to use hexes, if anything is close to Assassin it is W/Me or Me/W, and even that doesn't incorperate combo attack skills. The only thing assassin could use more of to help "further" seperate his identity is better use of teleportation.
Each new class is going to focus on one of a few "techniques", whether it be melee combat, ranged combat, support, summoning, hexing or group damage. They very well covered the different kinds of combat available with the original classes, but that doesn't mean that there arn't plenty of alternate ways to do them.
Assassin is an energy based melee character which uses combination skills for high potency, quick execution damage, and teleports (which we should have more of) to get to the enemy more quickly. Ritualist serves as a support unit, but does so with unique enchantments (weapon enchantments) which cannot stack, and summons spirits to protect groups instead of enchantments.
Nearly any new class will fall into one of these roles, but each can, and should, provide a new edge and practice of utilizing them. If you read any of my class suggestions you can see that there are plenty of ways to make original classes, from a class that uses movement based attacks to hit multiple enemies in a line for group damage (alternate to AoE), to a capturing class which immobilizes enemy units and punishes enemy attacks as well as creating AoE Barriers for defense and offense which require self immobilization. Then there are ideas for a ranged attacker who throws a returning weapon which damages all enemies in the weapons flight path for a unique kind of group damage (utilizing a weapon which requires a skill slot).
Even with a fully exhausted selection of class abilities and combinations, they can create characters which do not involve current classes, and have completely seperate sets of skills and abilities, allowing for interesting characters which have several elements class characters wile still having a very unique identity.
The area for growth in this game is only limited by the systems capabilities, and creativity. Whether or not you are creative enough to come up with interesting and working concepts for classes which would introduce new gameplay elements doesn't restrict the window of opportunities this game has, it is simply your perception. The title of this thread truthfully announces, "Wankey running out of ideas."
As someone who has already discovered several new gameplay elements which would improve the game and make for good class capabilities, I already know they could do alot more.
Here is a list of several of the ideas I personally suggested, each featuring a totaly original means of combat, or other alterations to enhance the game, of which you plainly believe don't exsist. If a typical fan of GW can come up with several original additions, then I would hope Anet could do so and better, otherwise, they should hire me.
http://www.guildwarsguru.com/forum/s....php?t=3062733
http://www.guildwarsguru.com/forum/s....php?t=3004827
http://www.guildwarsguru.com/forum/s....php?t=3014498
http://www.guildwarsguru.com/forum/s....php?t=3004830