Got sidetracked and forgot to actually talk about story development. While there were a few fun encounters along the way, I'd say the story fell pretty flat, especially once anything related to your personal choices at the start got burnt through. Of NPCs who died, it was hard to care for most, so you're basically left running through the motions of various aftermaths. Some of the later fights also felt like they were needlessly long like... fighting the Eye of Zhaitan at the source. It's bad enough he teleports across a huge arena, but he's got a @#%^ ton of HP on top and I was basically playing as a glass cannon with full power gear/spec. Them suddenly requiring a party for the last dungeon was also a bit of a 180 from the otherwise soloable content.
Anyway, I tend to be critical of MMO plots because most of the time we're just little more than spectators to a plot or generic fill-ins where the rest of the world doesn't care a lick about what we'd done. Perhaps that's the flaw of trying to craft an epic over-arching plot instead of more confined, persistent threats. Either way, aside from access to a few skill points or karma vendors, event success or failure in GW2 doesn't really change the environment much, which I believe was originally touted as one of the early features. Then again, maybe I'm too ambitious in my "what I'd like to see..." thoughts of various games. Lord knows people are sick of me in the FFXI boards for such a reason.