I see the design leaning more towards defensive play, but it does not limit guardians to being just a heavy armored white elephant just because they can't stay upfront in melee.
If that's a case, then there's a significant problem, because it means the only part of the Guardian that is intended to be effective is going 30 in Valor for either Altruistic Healing bunker, or Meditation bunker. It means we're designed to be fodder for ranged attackers if we do anything but dedicated tank. You can't make the weakness of the most melee-dependent Profession to be the inability to stay in melee range without the consent of your enemy.
We can safely assume that the profession is more than capable of holding its own in melee combat should it come to that, but could it be that attacking is not what you should be focusing on in the first place?
Despite the fact that most of the profession's attacks are heavily reliant on melee weapons, the guardian's strengths lay not in his melee combat prowess but in his tremendous arsenal of ally support abilities.
If you simply can't catch that pesky ranger that keeps managing to stay out of your melee range, perhaps you could be using all the multitude of boons you got to support your team mates that can.
Your allies are your ranged weapon.
This is not to say guardians should not try to spec in pure offensive melee, but one must understand that such specs likely mean he is specialising out of his profession's intended strengths.
You will have to take into account that the situations (or game settings), which these specs can be effective in, would invariably be more limited due precisely to this shortcoming.
But at the end of the day, this is still just my own inexperienced opinion.
If Anet decides to change things around for the profession regarding this, then I was probably wrong about it all.
Edited by Trei, 25 December 2012 - 06:41 PM.