I'm posting here because I usually post in the profession forums...because I'm usually discussing a particular profession. But I feel this topic what I will be touching on will be related specifically to PVP/WVW.
I'll start by touching up on what Anet, and most of the playerbase, understands about conditions and what they're supposed to be. Conditions are a damage over time effect (DoT) that remains on a player after applied, dealing damage over the course of a specific period of time, dependent on skill/utility used and extended or decreased based on your/enemy's traits, amulets, sigils, etc. I believe this is proper, and I agree with this philosophy.
However, this is not the case today as it was back in the earlier years of Guild Wars 2. Now, conditions are and can be just as burst oriented as direct damage. To some extent, i agree with this (paying more attention to confusion, it makes sense and is a healthy punishment for just pressing buttons rabidly). But I don't think this should be the case with other types of conditions (burning, I'm looking at you SPECIFICALLY).
This creates an unhealthy environment for the game where, you can build defensively (which you mostly should if you run condition damage oriented builds, being as you need to survive long enough to ramp up that damage through increased stacks of conditions/s) and still be able to completely burst down an enemy player because you also output a ridiculous amount of stacks of very heavy hitting conditions, consistently with each skill use. Basically, you become a tanky bursting machine using a mechanic (conditions) that can not be directly countered like direct damage can be. This is where the dilemma has arisen.
What I am suggesting is this: take a step back in time where burning and poison was capped at only 1 stack (yet still hit pretty hard), and can be extended in duration for using other skills that also applied burning or poison. also, where other skills didn't apply stupid amounts of other conditions on you, and was truly a ramp up over time playstyle that was very rewarding to play if you played it right. This, I believe, was when condition damage was at its greatest moment in its lifetime in this game. And unironically, when it was the most FUN to play.
Many of the changes that can occur to many of the professions currently can be very simple: cut down on stacks of certain conditions output per skill so that it doesn't feel super oppressive, and/or cut down on the uptime of a certain condition/s of a particular skill depending on how many stacks it actually does output (lower stacks output = longer uptime, higher = shorter). Or, take a step back and, for PvP and WvW only, cap burning and poison to 1 cap like before. These changes alone would put many condition builds that are currently overperforming into a more balanced state, without having to rework the entire skill, or even worse; change it. It could save a lot of time, resources, and energy balancing.
Please consider, ArenaNet, if you're reading.
The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.