GW is an odd blend of MOBA and sandbox RPG genres, while GW2 is basically Soviet Russia of MMORPG world. That's fine by me.
What I would like to discuss is why they failed to establish a genre with GW or at least cement themselves in a kind of niche like CCP did with EVE. I don't think the answer "They wanted WoW" cuts it.
Now what is "a real MMO"? Before you reply: the answer doesn't matter in the least, since design decisions are always driven by business decisions. If your business wants to make a four-wheel general-purpose vehicle for private consumers, your design is going to design a car because that's the sort of vehicle that fulfills the business goals. The only thing that is percieved as a "real" MMO (and is not on the lines of Runescape or Maple Story) and is also widely successful, is WoW. Now it doesn't strictly matter that WoW's game design is basically an online sandbox version of a JRPG, because it's good business and that's all that really matters.
But I agree: they didn't want WoW. But they made WoW anyway because they didn't have any choice: anything else would require both creativity (of game design) and freedom of business decision, and they didn't have either of those two.
Also, yes. They said that they wanted to make a better GW, without the flaws of the original design. But that's not true, is it? Because if that's what they wanted, they would have kept things that worked just fine, such as massive instancing and the (old) conditions system. But they changed those things, clearly indicating that they didn't want to build on the old genre. Instead, they wanted a brand new thing. Unfortunately, due to lack of creativity, that brand new thing turned out to be an old thing.
The Soviet Russia meme is quite well known, I don't know why you linked to it. I also don't know how you can be fine with GW2 being the Soviet Russia of the MMO world though. It's an awful situation.