I have heard players described as being akin to water because they will always find the path of least resistance. I think lightning is a better analogy because it also finds the path of least resistance, but it does it much faster.
The simple truth is that if players are given a way to store things, there will eventually be a player who will own the maximum amount of the rarest item in the game. If there is a most efficient way to do something, someone will eventually stumble across it.
The "information age" has spawned a new and amazing phenomenon where the path of least resistance is shared almost instantly among all the participants in a game. In non-instanced games the elite players were rewarded by keeping exploits to themselves, but in GW there is no loss to share the information with friends and guild-mates. This means that an amazing PvP template will likely be a closely guarded secret, but that a PvE template will spread like wild-fire... or like the 105.
While nerfing an exploit may seem like a good idea, it is in fact merely a stop gap measure or a band-aid of sorts. The idea is to minimize the damage to the game
as a whole rather than to keep the few cutting edge "exploiters" from garnering an advantage over the rest of the players. If the nerf will help the game as a whole, then so much the better. If not, then don't widen the gap between the first people to exploit and those who would use it to catch-up. I have seen nerfs cause "the rich to get richer" far too many times. Not since UO has exploiting or cheating carried more than a wrist-slap as a punishment, and the rewards of finding your very own Olthoi Perch (shameless AC1 flashback) far outweigh the drawbacks.
I strongly believe that every MOG currently on the market has a shelf-life, and that each exploit brings the title closer to it's demise. Unfortunately I can't offer a constructive suggestion since I have no idea how to combat this trend.
I suppose if I did, I'd be making a ton of cash as a Dev
Koroh