This is ultimately a marriage of traits from numerous games - including the original Guild Wars. One thing which I notably miss is the apparent lack of the quirky titles like Drunkard here - I mean, I've had every rum bottle that isn't nailed down and I still don't see drunk visual effects or points accumulating for it. I do feel that Guild Wars 2 has given up a part of the Guild Wars identity in game play while staying true to the lore.
The Good
I love Points of Interest - the design team had fun and we can see it, enjoy it, and be rewarded!
I love the massive persistent world and the minimal zone lines/breaks and World Events and Personal Story as opposed to Quests and Missions. They didn't just rename things, they changed how they felt. It really does seem more natural and I feel that the bar has been raised. GW1 was a story-driven game and GW2 appears to be one as well - although, I'm sure, you could just sit in a level-capped area and kill easy monsters all day with huge, overpowered weapons and skills from karma-merchants. You'd probably get laughed at though because this is a persistent world.
I do feel that there are items imported which add flavor or utility to the game - experience for exploration (previously seen in WoW - although GW gave a title for exploration, unless we're having a definite GW3, this might be a better approach), Waypoints which need to be tagged prior to use (the Final Fantasy series used these in both MMOs), and massive character creation variety (PWO had the opportunity for you to make yourself look pretty ridiculous with customization and Aion, I understand, did the same).