Kindasorta.
Every class is a hybrid of the damage, control, and support roles (or at least a hybrid of two of them; I admit to not having watched GW2 developments very closely, so I can't be sure). This allows them to remove the agro table and make enemies smarter, as everyone can contribute to damage reduction instead of just the tank. Side note: the removal of the agro table also necessitates the hybridization of roles within classes - one causes the other and the other causes the first. This is fascinating if you're a game design nerd like myself.
Further reading can be found in
one of my previous posts. As I touched on there, healing and tanking will exist, but in a much lesser format than traditional (WoW-like) games.
If you want to play a tank role, your job will not be what you're used to. Most people are used to tanks (and frontliners in general) being able to soak up as much damage as possible; this will not (should not) be possible in GW2. As I mentioned, I'm a little sketchy on how professions have developed so far, but as I recall the Guardian and Warrior will be able to focus on preventing enemies from doing stuff via knockdowns and other disabling effects (at least, this is how things worked in GW). If you want to excel at your role, you'll realize that the damage you prevent by stunning a foe for 3 seconds is more helpful to the party than the damage you prevent by using a defensive skill - a lot of the time, at least; there are times when this won't be true, and that's why strategy and tactics are important. Note especially that a well-used melee stun prevents a monster from attacking a squishy target, forcing it to either turn its attention to you or waste resources trying to catch the squishy (who has, hopefully, gained some distance).
Healing does exist in GW2, but there is not a dedicated healer class/spec/role. I'm actually very sad at this because I don't like the way it changes the combat dynamics, but I can appreciate the new healing dynamics. From what I recall, each character is required to take one healing/defensive skill, and this will in essence force players to become more well-rounded to improve. Because the ability to heal allies is limited, each player becomes more responsible for his own survival; a player who says "lol helr u sux why didn u heel me" will become the laughingstock he should always have been.
However, I do believe you're correct when you say that most of the damage will have to be avoided. Most of that seems like it'll be done via offensive utility ("control") spells, though kiting and the like will, of course, have their place.