For comparison purposes here, I'll walk in and add the following observation:
The original Guild Wars game did not add anything in the form of daily rewards until the daily Zaishen quests; something which happened more than 4 years AFTER GW1 launched, and more than 2 years after the last major purchasable content release. Also, from my recollection, a significant portion of GW1's playerbase started playing the game (and contiuned to do so) somewhere around the 2 year in mark. Though I doubt it's anything new to say, how can anyone not acknowledge the difference in quality between those two games given these two striking difference?
Personally, I still consider ZQuests to be a pretty decent model of how to incorporate dailies. I always found them to be a way that promotes doing content, whereas GW2's dailies are about doing non-content, or filler. GW2's requirements such as "salvage items", "apply conditions", "dodge", "craft items", "kill non hostile creatures", ...are nowhere near as intriguing as "Do Vizunah". Even ZBounties were more intriguing because of the instanced nature of GW1: the boss was designed with a specific party(size) in mind, so the fight could push the player much more. In GW2, the fight in open-world basically need to be able to be played by 1 person or 30. It's simply impossible to design these encounters as tightly and precisely as you can an encounter where you know exactly how many people are going to go against it.
And it was that tight design that kept the content intriguing and allowed the dailies to be an extra incentive to do it, rather than the sole reason for doing it. In GW2, on the other hand, the reward is the sole reason to do something, because without it, you might as well not be doing it.