This list is a humble product of a week's worth of boredom with the intent to cut back on hard CC durations, outright replace hard CC with alternative playstyle-generating options, and trim back on the ability of certain weapons and skills to stall out combat for protracted periods of time.
The worst part is that, despite its ludicrous size, this isn't even a truly complete list. Weapons like Warrior hammer and maces just sit dust-covered in the corner after being rendered utterly worthless. There are still a myriad of other skills and traits which go unnoticed because they aren't "good" enough, but they still carry oppressive amounts of hard CC or immobilize; or they are part of a weapon set or build which is generally super low-risk for the kind of returns it garners (regardless of whether or not it's a meta set-up or not). If anything, it's worth looking at some of the more prevalent examples of hard CC in PvP right now and start culling from there. I can imagine that plenty of people won't like anything in this list, but honestly, it's either a matter of letting people just... press buttons and use WASD or somebody at anet is eventually going to say that everybody should constantly have multiple stacks of stability again. Rather than pushing numbers up and down, you guys need an actual solution to the over-saturation of hard CC. This game already has enough instant teleports along with evasion and blocking baked into offensive actions; having high amounts of hard CC on top of all of that does nothing but ossify any sort of attempts to experiment within the metagame.
Activation: ½s / Recharge: 12s
Teleport to the target area. If there is an enemy in the area, gain superspeed and, after a delay, lightning strikes the area, damaging foes.
Delay period similar to the [Convergence] skill.
[Shocking Aura] (skill)
[Shocking Aura] (aura effect)
If not this, then something else, because this skill is one of the worst offenders of passive CC application in the game. The user can't even properly control it; it's just a free-fire, no-thought reward for being hit.
Leap high into the air while evading attacks. Recharge Ride the Lightning.
Jump height equivalent to a Skyhammer jump pad (particularly the original version). Allows complete control of player movement during the jump. Same [Ride the Lightning] changes as above. We ought to be able to use [Ride the Lightning] in mid-air again. Doing that was cool.
Activation ¼s / Recharge: 15s
Not a daze skill, but while looking some stuff up, I found this pathetic excuse for creativity and decided that it could do with something better. Now, it's a [Fiery Whirl] clone that grants stability (and passive barrier because it's a weaver dual attack).
Break stun and briefly evade attacks. Reduce the recharge of all skills in your current attunement.
Only recharges the currently active weapon bar. Reduce [Weave Self]'s recharge from 90s to 50s. This might be a huge mistake, but it's the first result of a desperate search for something that isn't just another "HAHA, HARD CC ELITE. SO COOL, RIGHT, GUYS?" skill.
Activation: ¾s / Recharge: 15s
Gain barrier and charge forward with your shield, striking foes in your path. Struck foes lose defensive boons.
Borrows the movement script from Revenant [Surge of the Mists].
Activation: 2s / Recharge: 20s
Works akin to Guardian [Protector's Strike] except with 3 charges (3 blocks) and a smaller effective radius. A fixed block counter and shorter overall channel time keeps it from stalling combat too much while also demanding tighter timing (and possibly positioning) from the user for the best reward; also justifies a shorter cooldown.
When it comes to single skills, this is still the best paragon of passive-play, crutch skill available to anyone in GW2 based on fundamental game design principles. It's a direct upgrade for any class to be able to just throw an unblockable, 300-unit radius, PBAoE version of [Illusionary Riposte] onto the skill bar with effectively no strings attached. At least if this version were to hit players, it won't stall the game out even more than the initial one to two seconds involved with channeling and then freely attacking with this skill. It's a bad design, and it doesn't deserve to be good. It's just a shame that somebody approved this superficial anime/manga reference to be the centerpiece of an elite spec. Re-work it entirely if you don't want it to be deservedly crippled forever.
If only Full Counter were an active attack rather than a reactive, passive effect that only triggers on block.
All of these dumb things are just thrown on top of each other anyway. The initial pull is really the only important part of this silly skill.
Activation: ¾s / Recharge: 8s
Slide forward and blast the area in front of you, burning foes.
Reskin of Elementalist [Burning Speed]. No evasion because FB has enough garbage already.
[Chapter 3: Heated Rebuke]
["Chilled to the Bone!"]
Fear of Death
Tides of Time
[Illusionary Wave] (5)
Activation: ½s / Recharge: 10s
Daze, cripple and blind foes in front of you with a wave of illusionary magic. If you strike a foe with this attack, teleport to a random, nearby location and gain superspeed.
Self teleport akin to [Illusionary Ambush] except with a shorter leash on the maximum teleport distance. In the case of striking multiple targets at once with this skill, only the closest target is selected and used as the basis for the "random, nearby location" teleport. This circumvents the issue of how stability can often deny Mesmer greatsword some form of movement or spacing control. And for anyone who really cares that much about flavor, this is way more "Mesmer" flavor than actually pushing people away with magical energy.
[Signet of Domination]
Signet Passive: Gain Dominant Aura whenever you disable a foe (stacks up to 3 times).
Signet Active: Break stun and lose all stacks of Dominant Aura. Create clones equal to the number of stacks lost in this way. You and your clones gain superspeed and teleport to a random point around your target.
[Mace Head Crack]
I still can't believe they put in a passive line that just gives Thieves more initiative for free and then balanced initiative costs as if everybody and their grandma wouldn't take it.
Sleight of Hand
It's easy enough to chain Steal with attacks that have baked-in evasion. If you're really going to be upset about your freebie, instant, movement skill not also interrupting your target, then at least reduce the daze duration to ¼s.
Activation: ¾s / Recharge: 20s
Send out bolts of electricity to mark nearby foes with Static Cling while briefly blocking attacks. Static Cling ends if a foe moves out of range. This skill chains into Static Pull.
More or less just a small spin on Guardian [Binding Blade] with a brief block mixed in (and some area control if you count the chain skill). This does make the skill far more active in application than its current iteration. Lower recharge helps keep things more dynamic as well.
This skill ought to be able to bypass evasion just like Guardian [Pull].
Honestly, if this were just a cone-shaped attack with maybe a 600 range and a dynamic scaling effect to determine damage and stun duration (like the damage and bleeding stack calculations done for Engineer [Blunderbuss]), then the skill would be a lot better. That way, players would have to remotely aim the attack and be at a risky position for it to have its maximum effect. This could warrant a slightly shorter activation time and a lower energy cost, which means that the skill might actually see use rather than just sitting stapled to a forced utility bar.
[Call to Anguish]
[Vine Surge] has its base recharge lowered to 3s. It now has an ammo count of 2; count recharge set to 20s. More blind application, movement control and condition cleanse.
[Enduring Swing] (1c)
Activation: ½s / Recharge: 15s
Gain swiftness and leap at your foe while evading attacks. You briefly take less falling damage. This skill chains into Talon Sweep.
This skill now follows the same movement script as Guardian's [Leap of Faith]. This is now almost entirely just a movement skill and tech evade (particularly since it does so little base damage); the reduced fall damage allows people to leap in from high areas that are out of LoS in order to follow up with the chain skill without having to rely on the initial leap attack actually hitting anything.
[Talon Sweep] (3b)
Swing with your greatsword, immobilizing adjacent foes.
Borrows the animation from Necromancer [Gravedigger] scaled to a faster activation speed. Sets up for [Maul] bonus damage.
Activation: 1s / Recharge: 15s
Spin around, blocking attacks and striking adjacent foes. If you strike a foe, gain superspeed and Counterattack Kick can be used.
Borrows the animation from Engineer [Electro-whirl]. Weak attack (0.3 power modifier per strike; could be buffed for PvE) and dependent on positioning; turns the previous, protracted block into a 1-second-long attack which forces people to be active with it rather than just passively stall for more cooldowns or run out of LoS.
[Counterattack Kick] (4b)
This attack can really only be avoided via evasion; very hard-hitting (pre-nerf [Maul] damage) in order to punish people just standing around and pressing buttons. No longer evades during usage just to keep risk and fairness.
[Hilt Bash] (5)
Activation: ¼s / Recharge: 20s
Daze foes in front with a swipe from your hilt. Refresh your Swoop ability if you hit.
Scripted movement dropped for a free-movement melee attack format.