Some breakdown paragraphs for your quick reading pleasure:
Because WAR gives you multiple paths to level your characters, there's no urgency to find someone you can rely on for a specific task—if a task is difficult, it is not an opportunity you regret skipping. Continuing to explore or saying “you know, I'd rather do something else instead, I don't want to wait around” give the journey a different flavor.
The game never stops you; only you do. There aren't long flights or waits for boats to pick you up, either. The Auction House has few items, and there isn't very much to do in a city. Training for your abilities is located in almost any spot that has a cluster of NPCs. The crafting and economic system are minor and nothing close to the scale of those in EVE Online or WoW.
And that is why WAR's community feels like it's in a premature, yet post-larval stage—because the game is too. One example of a hot issue right now is whether accepting alternate characters in the guild halts the progress of a guild's rank (guilds have their own levels in order to make them more stable). This has caused many guilds to hold a one-character-per-person policy, at least until they hear contrary evidence from EA or Mythic.