That's the whole issue in a nutshell with today's meta; every player has one singular role.
During core (and HoT to a certain extent), players had to consider:
- water regroups
- timed leaps and weapon swaps (melee)
- pick teams (thieves/mesmers primairly)
- awareness to float from melee to 900 range, either to avoid bombs or assist pick teams with downs, and to avoid being picked yourself (casters)
- stab rotations
- down calls / banner placement
- avoid red circles (what a concept)
- I'm sure other old-school wvw'ers can name more
Players just had more personal agency in general. My point being, GWEN comps were not perfect, but they were driven by coordinating all the tasks I mentioned above. That coordination is what drove the meta and allowed smaller groups to take on larger groups and was also the deciding factor in gvgs. If I were to just sandbag on guardian and play a singular role like firebrand today (providing stab), most fights would be lost due to lack of dps.
And having a singular role is also just flat-out boring imo. I can join ANY group running today on a firebrand, not equip weapons or any utilities besides "stand your ground," camp my courage book, and w-key on the commander while watching youtube on my other monitor. Minstrel gear and over-powered specs/traits do 99% of the work.
So no, I don't think simply being "organized" with minstrel gear and over-powered specs that perform one singular role should be the deciding factor in fights. It should be coordination and skill. Being able to stay on tag and w-key in the tankiest gear possible, with every boon, ignoring all the game mechanics, requires little-to-no skill, awareness, and the bare-minimum of coordination.
It's a pathetic shell of the what the game used to be, and the main reason why most of the old-school gvg'ers quit or just cloud these days. Or they've endured the trash meta due to friendships and guild comradery, which I totally understand.