I have some concerns regarding this matter. A big part of a MMORPG is the economy. We know that Guild Wars 2 will have serverwide auction houses. We also know that you will gain money from npc kills and completing dynamic events.
Usually in this context we usually talk about gold-sinks as a way to combat inflation. In WoW classic gold-sinks was abilities, mounts, vanity items and consumables. These are items that take gold out of the economy.
This is because that in order for gold to have any meaning there must be a demand for it. The demand is created by the players need to spend it on other stuff. If there are too much gold in circulation the value of the gold diminishes and you will need larger quantities to buy other players items. If inflation rises enough players will stop trusting gold and start trading items for other items. I experiences this back when i played Lineage2. End result is that gold becomes worthless.
The downside to keeping the demand for gold high is that it can result in forcing players to grind. Remember WoW classic epic mount, grinding some 600g as I recall it. It was fine for those who logged on to grind, but for some players this wasn't fun.
In the end I hope GW2 will succeed in creating an economy where gold will have value but you won't be forced into earning it in ways that you dislike.
Some loose thoughts:
Taxation on gold account forcing players to have their accumulated wealth bound in assets, also transaction taxation in form of auction house fees.
Item scaling so that the many would have easy access to enough and the few would be able to distinguish them self by hard earned vanity items.
looking forward to your input