You seem to misunderstand BDO combat. Also, you're a retard for trying to lecture me on Guild Wars skills - I'm one of the suckers that collected all of them back in the day.
The weapon move-set I'm describing is something like this:
Staff (2-Handed):
LM -> Targeted range attack.
RM -> Swinging attack in melee. Quicker, but does less damage.
Focus (Off-Handed):
RM -> Hold. Charges your Energy faster.
Sword:
LM -> Basic melee attack.
Then, you have eight other hotkeys, examples being:
(1) LM+Shift or 1
(2) RM+Shift or 2
(3) LM+Ctrl or 3
(4) RM+Ctrl or 4
(5) LM+Alt or 5
(6) RM+Alt or 6
(7) Q or 7
(8) E or 8
You could go into the menu options and change it if you want, but you'd be limited to a maximum of eight skills "Equipped" at a time - with the same amount of skill diversity as was maintained in the original game. As with the original game, you can use weapons, even outside of class restrictions, and so forth.
Of course, you could still leave the option to go semi-isometric, allowing the "point-and-click" movement and targeting from an expanded view, and just straight up playing the piano on the skill (I think DA:Inquisition tried something like this, but fucked it up horribly because of Bioware being incompetent).
The main thing that made Guild Wars great was the strategic element. As a caster, it was a great thing. However, there are sometimes some really shitty things. If you've ever played as a Warrior and had to watch your character gently float along in his circle behind some asshole running away, you know what I'm referring to. Granting the option of "action" combat alleviates that, and allows much more dynamic activity.
On the other hand, the shitty thing about games like BDO is that enemies basically exist to either be hit point sponges, or get boiled down. And that's not okay. But once you implement the Guild Wars skill system and combat mechanics, that suddenly becomes a lot difference. Now instead of enemies just being either "easily mowed down" or "takes forever to kill", they hit that nice middle ground - something perfect for a game where multiplayer is the intention. Because of the enemies having skills, things become a lot more difficult from that perspective as well. Charr Archers blasting you with flaming arrows from unreachable points, enemy Monks with healing and protective spells, etc. And always in strategic groups.
Also, you put a lot of effort in describing the problems of a game that doesn't exist. There is no sequel to Guild Wars and there never will be.