True enough, leading players around by the nose makes for a boring game. Quest trackers and checklists really do kill parts of the game that they seem totally unrelated to: when you are out killing boars for fun or for challenge, combat is exciting, but when you are out killing boars just to kill 5 of them (or to fill up a meter, which is the same damn thing), combat is just in the way of getting 5 kills (or a full meter). And that's just one example: QoL features end up killing the fun in so many ways. Not all of them, and sometimes it's worth killing what wasn't so fun to begin with, I'm not against these features as such, that's not what I'm saying. But when implemented wrong, they really do detract from a game more than they add to it, even though it seemingly is the other way around.
On the other hand, as an example: I've seen a complaint that Mass Effect was very confusing to players because they were just "thrown in" into the game, and an example of that was that the health bar turned green when the player was poisoned and there was never any explanation of why it was green. Sometimes leading players around by the nose is important for sales and for player retention.
I disagree, at least regarding fractals and Teq. Now sure, yes, it sometimes requires some communication, to the level of "let's go" and "go over here". Admittedly, even the most difficult parts of GW1 could be done with almost as limited communication. But as for individual skill it's just that; the skill required in GW1 was not so much about individual performance as it was about team performance. You could play perfect and yet die because the monk stupidly aggroed some bad guy and had to run away instead of staying to heal you. In that case you could lower your own performance to preempt that bad guy so that the monk wouldn't be targeted. Or maybe the team had to split up and act in two different locations, and one sub-team had some difficulty so your team had to send one more guy over to the other side. Or maybe the entire team. And you'd have to decide, on the spot, what to do. I'm shit at explaining this. It wasn't about you, it was about how you fit in with the others.
Good monks prot. Bad monks heal. and good teams had a Domination mesmer.