It seems the answer is yes. ANets made mistakes by trying to do this by balancing skills that made PvE people unhappy and trying to interweave the two forcefully. ANet learned from these mistakes and made PvE skills, titles that confer benefits and seems to be intent on a reworking to make them more divorced in GW2.
But thats not what I bought the game for.
I bought the game because I was wanted a game where items or level didn't determine what I could do in the game. I wanted a game where I could take my awesome roleplaying character I spent a lot of time with and give my friends characters some dirt naps where skill was more of a determining factor then how long I played or how lucky I was. These two sentiments are largely accomplished in Guild Wars and the main reason I bought , continue to play it, and look forward to Guild Wars 2. But these two sentiments are deeper than they seem. I wanted to use the exact same character, same skills and everything. For that to happen PvE and PvP need to be nearly identical. A game that does that is very exciting, a game with PvE that has unique and diverse challenges. Its not really possible though, AI has limitations that make it so and its also not fun all the time. PvE is all about being a hero, killing a big undefeatable monster or slaying scores of weaker ones and thats not entirely cohesive with PvP. But beyond that they should be similar as possible; a lot more than it is currently in Guild Wars. PvE that is balanced around PvP isn't only necessary for the PvP in a joined game it also makes the PvE better (as long as the skills are still viable in PvE).
ANets real mistakes where making monsters more different from players than they had to be, and laying barriers to allow PvE characters advantage in PvP. The latter I think is a response to one of the reasons I wanted the game, to take out friends with my awesome monster slaying character, they wanted barriers to encourage that kind of gameplay particularly the unlocking system so that it wouldn't seem my investment of time was in pointless. But that style of gameplay has rewards of its own (a lot of people with fully outfitted characters do pvp with them) so it really doesn't merit those barriers at all and those barriers became simply barriers to PvP in a general sense.
Unfortunately it seems that I might be in the minority here, especially when soul reaping or the ai updates for aoe and held items or other similar changes. I hope that they're flash reactions from creatures of habit but I fear that they really want a different game then I do and that ANet has started lean that way as well. They've changed things in GW and GW2 seems like its going to add things that are against the mindset of a joined game in a general sense, a larger level system and titles for example. Grinding for cosmetic changes are great but far less rewarding than stat changes. In fact it was a major reason I left the game for a while, grinding a long time to be able to boast to others and play Barbie with your character better is hard to justify. But the reason they exist in other games (and now starting to exist in guild wars) because its rewards for playing the game become rewards from grinding when the gameplay becomes grind, when its no longer fun and aren't necessary. While this change from play to grind is different for everybody its only really damaging when there are rewards attached that grant real changes, because then optional becomes required and people are forced to play when they don't want to. This is obviously bad for PvP, but it is also bad for PvE for the same reasons. Changes in strength of characters are necessarily required in both, no matter how small when trying to make the best character possible and play the best possible.
A game with joined PvE and PvP is a game of skill not time spent with fun diverse and challenging encounters and is a game where you are free to do what you want at all times. Its what Guild Wars attempted to be and should continue to try and be.
P

