Correlating skill with effective usage of a quantity of spells or attacks is dumb. I have not seen such criticism (yet), but I would not be surprised to hear of it after launch. This type of criticism will likely come from people who do not know of the weapon/attunement swapping system — to outsiders, the ten-slot bar can be deceptive.
It's safe to say that on average, most professions will have twenty skills at their disposal at any time. Arguably, the addition of weapon → skill swapping takes more skill than making use of a simple collection of skills on three or four bars. Often I find that around 40% of the skills are useless 95% of the time and a lot of people just like to say that they have those skills available should they need them.
Switching weapons to your situation's advantage takes away some weapon skills (1-5) and replaces them with different skills, which makes the whole situation a big mind game. This cannot be said for games that use systems that allow for mass skill availability, where choice is often a non-issue. It is likely that gamers that have played MMOs as a class with stances or forms will be a bit more inclined towards GW2's combat. Weapon swapping forces choices and makes the player adapt to situations, creating a noticeable skill disparity in players that utilize the adaptive system and players that limit themselves to their preferred weapon.
This dynamic weapon/skill system combined with reactionary, fluid combat provides for a game that should require far more skill than what we are expected of in traditional rotation driven MMOs. At this point I can't imagine any informed gamer dismissing Guild Wars 2 as a game that requires little skill.