You make gold here the same way as in GW1 and all other MMOs.
Step 1: Find something worth gold.
Step 2: Create a useful farming build, here that typically means magic find.
Step 3: Abandon all hope of a social life.
Step 4: Farm all day, every day.
Step 5: Profit.
Step 6: Struggle to never face the reality of what you have become.
I don't see how dedicated classes lead to stagnant gameplay. Please explain. Personally, I think that would be like saying that FPS games are stagnant because when you use a shotgun, you can't snipe also, or unload like a heavy machine gun.
Dedicated roles do not lead to stagnant gameplay.
And, yes, I think that the definition of roles is that they are individual parts of a larger process. When you can mix and match parts that do relatively the same thing, they cease to become roles and cease to become as important to the larger process or group, because they can just as easily be swapped out for something else.
In GW1, you had to have specific roles do specific things. For example, you didn't need a monk, but you needed in healing. In GW2, you don't need the kind of healing you needed in GW1, which makes the game less deep. Similarly, if you removed utility from GW1, you lost the ability to handle certain situations. In GW2, you don't need utility skills, they are simply a nice effect. Therefore, it is less deep.
I consider it stagnant because you do pretty much the same thing all the time. It is only a personal opinion. Most FPS games allow you to carry and swap between multiple weapons, and you often are given a verity of grenades by default, so you are actually never running around with only one way to reach a given goal; thus making that a false comparison. By contrast in an MMO with dedicated roles you have little to no alternatives in combat. A dedicated healer can only heal, for example. Yes technically they can still attack and do damage, but being built for their role makes them all but useless in others from a practical sense.
I saw this a lot in GW1 PvP when healers would just stalemate matches as they were the last ones standing, and all but immortal due to their builds, while at the same time unable to kill anyone. As such those matches pretty much never ended. This is stagnation, at least in my opinion. Again using healer as an example; I could heal, and only heal, and all I ever did was heal. Yes the moment-to-moment play of doing could be exciting and rewarding, I’d never deny that, but in the end you only had one job, and one tool to do that job. You were the healer, and so you healed.
Personally I prefer the versatility of Guild Wars 2. And while I freely admit that it is not perfect, and there is room for improvement (slowly being made) in regards to making non-strictly DPS focused builds desirable for all content, the potential here is much more appealing to me than the reality of even the best dedicated role MMO. I love my engineer and my ability to alter my role on-the-fly to suit the situation, and thus always feel useful to my party.
Once again picking on healers, as a healer in combat you were either healing or waiting to heal. If the party wasn’t in need of your services you really had nothing to do. This made, and has always made across all MMOs, healers rather unnecessary for the vast majority of a game’s content. The same can be said of tanks. In reality the only role you actually needed all the time was DPS, and the other roles were only needed for specific content and circumstances. In that way Guild Wars 2 is typical.
In other MMOs, such as World of Warcraft, you have raids, dungeons, and other high level content, usually instanced, that is specifically designed to facilitate the need of these other roles. Guild Wars 2 is working on this, although it hasn’t really got there yet. The primary difference is that all professions in Guild Wars 2 or effectively hybrid specs, or at least potentially hybrid specs. We all have constant access to the damage role because damage, regardless of what MMO you’re talking about, is the only role that is always needed. Right now the game seems to lack depth in combat, at least in regards to roles, and a lack of definable and necessary roles, not because of class design, but rather encounter design. And while I don’t expect the over world to change much (again it never does, in any MMO), I do expect instances to be added and reworked to encourage actual hybrid role builds rather than pure damage builds. Again we’ve already seen the first steps along this path.
So again, if you are looking for necessary and definable non-damage roles in combat those are there and will only become more necessary with time. However if you are interested only in dedicated roles, be those specific roles traditional or not, that is simply not a facet of the core design of Guild Wars 2, and you’re better off playing a different game. I don’t mean that to sound snarky or belittling; it is simple logic; if this game does not, cannot, and will not provide the experience you want, you really are just wasting your time playing it.
it is an interesting question to be sure. On one hand there isn't much of a need for new classes because all of the "core" archetypes are here already, to say nothing of the balancing issues. On the other hand there are still lots of themes and archetypes absent, and some of them are rather popular. My solution to this was an advanced class system I detailed over on the official forums. Rather that quoting a huge wall of text here, I'll just throw out a link.
When I played Guildwars I thought the final mission was where you fight your duplicate. Nobody had progressed beyond that. Figuring I'd beat the game I quit & went back wow then people were like hey theres the whole fire islands and all that jazz & underworld stuff.
Wait, wait, wait....I'm sorry....but you thought all that build up with the Unseen ones was just dropped? What about the whole story thread where you were going through that trial just to meet a dragon in the next zone? I....am at a loss. You must have really gone out of your way to pay absolutely no attention whatsoever to the story.