@Tarkhein:
There are a couple of elements of your argument that I disagree with.
First and foremost, I'm not one to take the "WvW is temporary, it doesn't matter who wins" stance. The very fact that you phrased it as " 'winning' " pretty much underlines the differences in our views there. When it comes to WvW, it's a case of getting out of it what you put into it. Sure, it's inherently unbalanced, but assuming that matchmaking goes well then WvW has the potential to be many times as competitive as Structured PvP. This is a result of two main reasons, the first of which is that the barrier to entry is much lower, allowing for more people to get into it - many of whom will go on to become very good at it. The second reason is that the elements of strategy / coordination play out on both the large and small scales which increases its potential complexity extraordinarily. As such, it matters to me if we win this two week set, as I am willing to try and reach for those potentials in WvW - and I want to win the next one too, and the next one thereafter. Thus, for me and many others, your second paragraph is almost entirely invalid as the personal benefit gotten through succeeding in WvW isn't the bloody 2% crafting bonus, it's WINNING.
That aside, a minor point though it is, remember that WvW doesn't change your gear (unlike structured) - so in this case, your PvE items (which CAN be purchased indirectly through buying gems) are the same as those you engage in PvP with, so you're partially wrong there. This does translate to an advantage to real-money-users in WvW for the first couple of months of the game (though what one person can do is quite limited in WvW). Of course, after the player base reaches a steady state, so when most people have finished the game at least once, things like gear disparity will sort themselves out due to the defined stat-ceiling of GW2.
The only point which you are entirely wrong on is the comparative strength of offence vs defence in WvW. The attacking party has the largest advantage possible in warfare available to them - surprise. No matter what you do in WvW, the points you hold are always subject to being lost as you simply can't man all of them. The ability to purchase, as just one example, siege golem plans for gold and mass manufacturing them by taking supply camps (the easiest to cap, and least defensible) could prove an almost unbeatable strategy. Golems would make capturing even a keep lightning fast and a cakewalk when used in numbers. For those who don't know, these are mobile siege weapons which are very easy to sneak around and deal very good damage (to structures anyway).
In any case, I'm running out of steam as it's 3am, but to me, I believe there are definitely valid reasons to just not bring real world money (ie gold costs) into WvW. (I didn't even go into the possible usage of arrow carts for defence and having the money to create way-points)
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