I suggest that healing (as a primary role) needs to be removed from the game or severely tweaked. Monks (and to a lesser extent Ritualists) are the one class that every 8 player team requires 2 of. The reason for this is healing (and protection, even), is such a powerful force that this makes monks the most powerful profession in all of Guild Wars. This is not readily obvious, because obviously more monks does not mean more pwnage. However, to state that a team can perform well in many situations without 2 monks (or two primary healers) is absurd, which cannot be said of any other class. Warriors are not necessary, as there are ele tanks, mass melee shutdown, protection, etc. Necros are not necessary. Ele are often considered part of the holy trinity, but a glance at the "Why Nuking sucks" article shows otherwise. Mesmers are practically only required to kill hard mode monk bosses. Rangers often get left out of groups already. All of the new classes? Well, only Ritualist can secure a position in a group as easily as a monk.
Many GvG matches are a bore to watch and take a long time to play out. This is because the healing/protection output of two to three people, combined with self heals/protects is enough to negate the damage of an entire team. Monks can undo anything everyone else can do, and can undo this better than the other classes can do it. This puts them in a position of power greater than any other class. The only trick is that their power suffers from diminishing returns. A fourth monk does not make a team more powerful, but sometimes a third monk can make a team practically invincible.
For a more interesting game and not one where a team can use any combination of classes and not absolutely require the 2 monk approach, healing/protection needs to be more in lines with the damage output of existing classes. It might not make much sense to bring a healer if he can only bring a person back from near death once, but sometimes being able to choose which person to keep alive a few moments longer while your opponent does not get to choose can make the difference between a loss and a victory. As it stands, monks are required over any other class, and this should obviously point to imbalance.
This very imbalance was witnessed in HeroVsHero battles before they were changed, as since the objectives supported surviving, using the 2 monk and a ritualist build to make an unkillable team was obviously the way to go. The rest of PvP is similarly stagnant, only in a more subtle way because healers, even though overpowered, still have a point of no additional return when added.
So to reiterate, healing needs to be changed to remove the stagnation from the game and keep things moving.
M


