I did want to offer a couple problems, and potential solutions to consider. The two main issues I have both relate to grind.
1) PvE Grind - 20k per skill point seems a bit much. I would say 10k is probably a better option (I've heard 3k, but that seems a bit low). Also, one thing another guildmate mentioned, is that they really wish unlocked skills were shared between all PvE characters similar to how they are shared to your PvP. This would allow a PvE character to have the ability to be competative with a PvP as far as what's available to them after considerable effort (as PvE is somewhat geared towards) without having to maintain several accounts just to be able to create one PvP.
2) PvP Grind - I definitely think faction points need to be increased. However, I think there's opportunity to have other "unlock" potentional. For instance, in Arena battles if you win, you randomly unlock a skill your opponent team is running. If you already have the skill unlocked, you get maybe 1k experience. You might add in some bonus possibility with consecutive wins.
Another possibility is a "grab bag" between the opponent team. Each player would have a list of skills to choose from the opponent (1 per player). So, in 4vs4, there would be 4 to choose from (randomly have a chance for an elite), and 8vs8 would have 8. I see it as kind of a "bonus" to the winning team.
If the first option, PvE Grind, was implemented, I would almost say I see no detraction from UAS being available from PvP players as PvE players would have the avenue for equality with effort. Honestly though, I see UAS as a band-aid rather than a solution. Overall, I think there is definitely a reward system that can be put in place or altered to accommodate the cynics.
A few other suggestions to help improve gameplay:
* For the radar, I'd LOVE to see a line-of-sight consideration. This would add a lot more tactics to the way you play, and mystery to where the enemies are in PvE (assuming you haven't memorized it, which I do see as a seperate issue).
* Improve the reward for bonus missions. I might even think that there could be progressive bonuses. For instance, you might put in 3 or 4 different types of bonus missions available to players once the previous one has been beaten. With each iteration, the difficulty could be increased to maintain the challenge. This way, you don't have to keep pushing more missions out. Assuming you have an interface for adding quests, the rest would seem to be relatively easy to implement in a short duration. The highest iteration available would be based on the lowest completed by the group.
* Replayability for PvE missions is a big problem. The above solution definitely helps, but I would like to see more "choose your own adventure" in the future expansions and updates. The analogy I'll use is pathing. Initially, pathing was very strict and there was really only one way to complete a mission. However, you expanded it out to allow a lot more free reign in the completion of missions. I think something similar could be done in the area of what role you fill as a player. For instance, what if I don't want to join the Rurik?

* What about alliances with other guilds? I know that the inactivity by other members in a given guild has become a problem. What if you could create an alliance for the aspect of cooperative gameplay to see who else is on. Most of this would be geared towards non-GvsG battles, but the opportunity is there for more wide-scale battles. For instance, you could team up for 3vs3 alliance battles possibly even using the same GvG maps. To me this is a great option, because it begins to fit the "tactical" role I've always wanted GuildWars to fill. What I mean is that you never really see the team of 8 seperate. If you send only 4, odds are you're going to get toasted. With 3 teams attacking and defending, AoE spells become more beneficial, as is potential sneak attacks or greater defensibility. I really don't see this as an something very easily abused, because Monks might only be allowed to heal their own team. They just can't damage their allies.
In conclusion, all of these solutions are relatively easy to implement with the current system; only a few minor modifications. It doesn't require any huge changes (asside from the alliance suggestion of course). The end goal is to make it more fun and challenging on a repetative basis without it feeling just that .. repetative.