Combat definitely improves once you've got more buttons to press, whether that means you simply level up high enough or get more support abilities, but subbing cure/protect/archer blind and picking up Leg Sweep/Life Surge/Heavy Thrust definitely made lancing a bit more enjoyable. Also I felt this weekend that TP had been reduced, which was a good thing, it was too much of a nigh-infinite resource before and reducing it keeps you more engaged imo.
It's still a little off though, I think they need to work on the responsiveness of non-GCD skills and maybe not force abilities to reset the swing timer, or at least display the swing timer in game.
Also noticed a few other interesting things, one of the 'main menus' is "Icons" essentially which has a huge listing of drag and drop shortcuts for your bars. It's not terribly important, but in the icon listing you can see a few 'in progress' features like the UI customizer and the Macro menu. The UI customizer is actually accessible and works similar to SWTOR's, basically when enabled it places a translucent rectangle for [almost?] every possible UI element on your screen and lets you drag and drop it wherever you please. It still needs a bit more customization added, but it's a good start.
Also the macro menu seems pretty much non functional (or rather there's no feedback text and god knows what any of the commands to use it might be) but it's nice knowing it's there.
Another thing I've noticed that hasn't really been mentioned is load times. They're almost non-existant, aside from booting up the game and first logging in, going from zone to zone is extremely quick. Admittedly I'm on an SSD, but on this same SSD GW2 and SWTOR had some very pretty but also pretty extensive loading screens.
Made it up to 28 leatherworker, it's getting a little difficult to get enough materials now (and they're a bit pricey from the NPCs, if you can even find them) but I don't think that will be an issue once a full blown economy is in swing. Still really loving the crafting, and even harvesting it a bit better once you get some more of their abilities to activate, however seeing as they are "chain" based (can only be activated if you successfully harvest X times prior) the 'cap' at 85% success rate thus far seems a bit low. Although that might be exclusive to botany, and might improve if you could sub a support ability from a different harvesting job when they become available.