I believe that banning heroes from all PvP does NOT solve the real problem here, and takes away some positive aspects of the game.
The main problem with heroes in PvP is that AI interrupt Mesmers are a lot better than human interrupt Mesmers. The symptoms are:
1) Human Mesmers become relatively worthless.
2) Some games are dominated by Mesmer heroes easily interrupting spells.
The ill-chosen "solution" of banning heroes from PvP handles the symptoms somewhat, but does nothing about the problem. For example, interrupt Mesmers will still be underplayed in PvE. Why bother waiting for a human Mesmer to do a mission when a hero can beat him easily?
Banning heroes from PvP also creates several new problems. For example:
-It takes most of the fun out of building good heroes. PvP is in many ways the "end-game" for GW. Gearing up and tuning your heroes is fun because they can be of help in the end-game - if you ban them from the end-game, this will just become a waste of time and items.
-Waiting times for PvP will rise dramatically. GW's player base is nowhere near as large as, for example, WoW's. Finding enough players for AB is pretty much only a real possibility during AB weekend. Why? People can't fill up the empty spots in their team with heroes. Banning heroes from all PvP types simply causes this problem to spread like the plague over all PvP.
--BONUS: Arenanet will "fix" this problem by coming up with special henchies. Excellent, now we will only be able to play popular run-of-the-mill team builds rather than come up with ideas of our own. I'm thrilled.
-The game will suck for new players, killing most of the player base growth. Most guilds will only pick the established players for their PvP matches. How are new players ever to get into PvP if they a) never get picked for a team, and b) can't build a team of their own with heroes?
Arenanet could prevent all these problems AND handle the original problem better by just making heroes a little worse at interrupt spells - e.g. make Mesmer heroes only "see" spells cast by their current target, and the last target called by their controller.
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