I don't necessarily agree with how he presented this post, but he does have a good point, and it ties in nicely with another point brought up in this thread. PvE tends to amount to "run when looked at, fight when not" with that being the only criteria for success. Granted, there are points where you can take several hits and sustain, or other mechanics that toss you around a bit, but overall, and I agree mostly due to the active dodge system more than a loss of the holy trinity, you're running in circles chipping away until things are dead. It becomes predictible, repetitive, and boring (remember Mechwarrior circle-strafing? Same deal). I think the only reason WoW survives the same problems is because bosses are designed with roles in mind, and success depends on completion of those roles in concert. GW2 only has the dodge and survive role, which isn't compelling for group play.
I like the game, but feel the combat system as a whole needs to be polished a bit. It seems to have some longevity problems to work out. I'm positive that they can make PvE more compelling without bringing back the trinity, but currently they feel I went too far the other way.