Now, what I'd really like to see is for each trainer, who now offers 2~3 pre-set skills, to instead offer your character 2~3 skill points and a selection of 5 skills to pick from. Or one preset skill and a skill point to spend on a selection. Something like that, anyway. Important, "vital" skills like Aura of Restoration or Healsig can be passed out through the starting quest to unlock the ability to gain skills at all. But otherwise you want to introduce people to the idea of picking out their own skills and spending skill points and all the rest.
However, that's pretty ambitious. What I'd settle for, though, would be to have a skill trainer in Pre-Searing for each line that a character can delve into. Excepting the priamry lines, of course, every sort of character you can make should be previewed in the Pre-Searing area. Mesmers need an Inspiration trainer. Warriors need a Tactics trainer. Elementalists need Water and Earth trainers. Everyone else is pretty set although I think the skills on the existing trainers could use some rethinking, too. For example, the Air Elementalist trainer passes out Blinding Flash which is a nice skill but not when you have no AP to spare for it. Spending 15 energy to make a single enemy miss a single attack is pretty worthless and it doesn't start to get good until you have enough points to get Air into the decent range.
Anyhow, here's what I'd do to put in some of these "missing" trainers:
Mesmer:
Warrior:
Inspiration Trainer- Teaches Energy Tap and Mantra of Flame. Located in Ashford Abbey or somewhere near Ashford. This trainer will give you a quest to battle some of those Bandit Firecallers using Energy Tap to keep them from casting and Mantra of Flame to protect yourself from their spells.
Tactics Trainer- Teaches Shield Stance and Watch Yourself! and gives you a starter shield. Located somewhere in Wizard's Folly. This trainer will give you a quest to defeat a large Golem of some sort, one that relies on physical attacks, and you'll be able to use your defensive skills to survive long enough to take it apart.Elementalist:
Earth Magic Trainer - Teaches Stone Daggers and Armor of Earth. Located somewhere in Green Hills County. Gives you a quest to fight a bunch of melee centered Grawl, maybe to retrieve something or someone they've kidnapped, and you can use the defensive Earth skills to survive along with a damage dealing skill to finish them off.And, while I'm at it some tweaks to the existing trainers:
Water Magic Trainer - Teaches Ice Spear and Conjure Frost. Located somewhere in Lakeside County. Gives you a quest to fight some Skale in the river, perhaps to kill that Drake that's sitting out there, and you can use your damage dealing spells to finish them off more quickly.
Monk: Banish and Healing Breeze need to be available from the other trainers, somehow. Having Mhenlo pass out Orsion, Banesig, and Breeze for his first quest and then Holy Wrath, Retribution, and Banish for his second would solve that neatly. Otherwise they're next to impossible to find. Same with Necromancer's and Vampiric Gaze, Ranger's and Power Shot, and Elementalists and Flare it's just Monks are the worst offenders because of how good Healing Breeze and Banish can be.What changes would everyone else like to see made to those skill trainers?
Mesmer: Vassar gives you Shatter Delusions which is just awful both in combination with anything else Mesmer you have then as well as during the quest he gives you, too. I'd like to see something like Diversion, instead, which works much better with Backfire but an interrupt like Power Spike would be nice, as well.
Elementalist: Ralena gives you Blinding Flash. I'd replace that with Enervating Charge which will both deal a bit of damage and impart a condition that will be a bit better at low levels.