Somehow you said that the game is difficult to the ignorant but easy to learn in one fell swoop. This calls into question the entire concept of how much depth this game actually has if they think their wurm or the marionettes force people to examine the traits and utilities their using.
That doesn't illustrate that point at all. Most things, if not all of them, are difficult if you don't know what you're doing. From hunting and pecking at a keyboard versus using correct form to rewiring a mainframe the difficulty scales only to your knowledge and capability. Also Wurm and Marionette serve different functions. Marionette is the only one who does, Wurm is for you if you already know what you're doing, it's the "bonus boss", but Marionette is in place basically saying "You know what, this isn't hard, but it requires level 2 skill." What we've found is that a large number of people have lvl 2+ skill and also that an unacceptable
amount of people do not.
Second, no one RTFMs, which is why most games come with tutorial sections that actually explain the mechanics. Heck, DCUO has one of the more convoluted combat systems I've seen for executing weapon attacks and teaches the concept in the starting tutorial. This game barely tells you anything about the mechanics or controls. The most in-depth thing are the Hearts and the Waypoint system.
It explains traits, combat, leveling up, hearts, vistas, slot skills, skill points, events, and has a ridiculous amount of tooltips, even with them on the bosses and monsters telling you what they are inherently immune to ( dredge, destroyer ). There's even an achievement for viewing all the hints.
To some degree it's your fault.
Finally, to your point on player initiative. This goes hand-in-hand with the concept that the forums represent a small subgroup of the overall player community. That goes specifically to the concept of player-initiative, in that few players are going to explore outside the game client. They're not going to go to the wiki, the forums, or any resource sites that explain builds or mechanics or why one trait is good compared to another. You can learn a bit while actively leveling in the open world, but you usually end up with your nose to the ground because bosses do not behave in any way like a normal mob does thanks to Defiant.
The advent of the Berserker Meta, meta trait builds, and Duffy completely undermines this. It simply is not true at all; most people who take even mild interest in a product or venture at least know something about it before beginning. Type in "air vs. fire sigil" and you get tons of views, replies, and questions as well as plenty of information. People ask questions all the time, everyday. This is of course to even say that you have to leave
the client; plenty of knowledgeable people are there in guilds and such as resources. It's just not an excuse.
Even better question, how am I suppose to know whether one trait is more effective than the other? Experimentation? That gets expensive, with the retraining and the gear. Not to mention that none of it's balanced worth a hoot. What about broken traits? Exactly how much research are you expecting "the weak" to put into this in order to enjoy the game? The client itself does a rather piss-poor job.
You know you're asking a counterintuitive question. "How am I supposed to know?" > "Ask." > "How much research must I do?" > "None, if you ask." People can tell you how a Cleric-build Warrior works because someone has already done it.
You say "But thats work!" > "You're a lazy ♥♥♥♥" is all I can muster to reply; if you haven't the time to ask "Does bleed stack well on a ranger? GW2" in Google then you're not worth my time to even talk to and worth no-ones time to play with in any form of combat based content.