I see the profession system as an artifact of game balance. When roleplaying on Tarnished Coast, choosing a profession is necessary to create a character, but very few people actually integrate that profession choice into the story of the character. It's much more relevant for the type of outfits you'd like your character to wear, so naturally there are a ton of clothies.
Here we're not shoehorned by game balance or the need for all characters to be adventurers, so I find it surprising to want to continue using those eight choices. There's nothing wrong with it at all, but it surprises me.
Iím also not a fan of sticking to professions. As noted, the biggest problem is that it forces players to make combat-oriented characters. That makes sense for an MMO, but it could be restrictive for RP if people want to play, say, a temple healer, a diplomat, an artificer, and so forth. These are all occupations in the sense of GW's lore, but itíd be awkward trying to create them using game professions.
Secondly, if you base everything on game professions, it excludes people who donít have detailed knowledge of in-game mechanics. GW2 enthusiasts are probably the target audience anyway, but people who donít own the game might still want to join for the setting, lore, or to interact with my suave, sexy character*.
Thirdly, and most importantly, itís absolute bollocks
that all the iconic GW1 ranger skills (dual shot, pinning shot, and various incendiary arrows) were given to warriors in GW2.
Ö Okay, maybe thatís not the most important point, but when I make my ranger, he's going to be dual-shotting explosive arrows, like GW rangers were meant to do. *No guarantees on this one.