GW2 just isn't a social game at the core. Just like how LoL or Starcraft aren't social games. The design doesn't require/push players together. This actually can increase any feeling that the game is losing players. Since you don't really interact with others, it already feels less alive than an MMO that actually encourages socializing.
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.
It's hilarious that the same people are still making the same arguments despite the fact that no one still kills Tequatl but a few select guilds/servers, and that now one but GW2C and TTS kill Wurm on any regular level. And since EG's leadership implosion no individual 500-man guild has killed it since. There are plenty of fights in this game that require high level thinking and organization to successfully complete, and it isn't relegated only to open-world raid bosses.