As a super casual player pve wise, I have no issues with the current boon systems. Build flexibility is a huge selling point to me, being able to be a supporty dps, a boon boat, crit focused, dot focused, hybrid, whatever however. As casual as I am I'm well-read and research builds, read up on how stats work all that jank, but I do that with all games and not just gw2.
This game is already leagues ahead in terms of accessibility. Between Li builds, being able to just run up on events and help, nearly all progression being account wide, the Stat gap between exotics to ascended, all of these are huge accessibility points so many other games just don't have.
Getting rid of a couple "pesky" boons to try and lower a perceived skill floor in the hopes of making things more accessible is an absolutely horrible idea. I wouldn't even say these two boons are the gate. I'd say its the stats that are holding you back more than a couple boons.
So many people go "a lower skilled person in exotics is going to be fine in most content" but I think we neglect the stats on those exotics. It's so easy to just go to the tp, go to your armor class/weapons and buy up the cheapest available exotic and feel that's good enough....after all you are now in all exotics, that's all you really need that's what everyone said. Nevermind that you didn't pay attention to the stats, or hell even you looked at the stats and saw "oh hey all of this says healing, I don't heal". "Oh all of this has toughness, but I don't really get hit" "oh this vitality stats gives me a huuuge number in the center if my screen" nevermind you grabbed random armor with boon duration, condition duration, but you aren't running a build that does either....that's the problem there. Edit: OH and don't even mind that when you google builds the builds say "use dragon, use berserker, etc." And when you go to the tp those cheap 50s exotics say "talywackers helm" and people say "well I only got 4g so il just grab these cheap things and replace them later in whatever content I was gearing for"
I would even say quickness and alacrity help teach new less skilled players how to build better and get them to start reading up on stuff. I remember playing firebrand and messing with axe skills going man this feels slow, but when I'd stack up on groups and get quickness I'd be all wow axe feels amazing! And I started asking myself man what's even doing that? But if you 86 these blatantly different visual cues and just let people rely on the stacking number visual cues that mislead you into thinking you are doing giant dmg because you see a big red 1000 on your screen your going to reinforce subpar play, and then people will say because might takes so much time to stack up and low skilled people are only getting 1 stack of the buff we need to just get rid of might and bake it into baseline power...but then they are only stacking 1 vuln...
What are in raids and strikes and "harder content" that you are missing out on by not using LFG that you want to give people access to with a toned down "matchmaker"? Why do you assume people not willing to use lfg to do strikes and raids even want to be in that environment? I could only really understand auto queues on dungeons but end game content seems kinda eh.