Having the gameplay incentive (or requirement) to change from one build to another to better adapt to an encounter’s specific challenges. This is a catch-all for anything that deals with build, including gear, skills, traits, and nourishment.
The problem with your suggestion is that it wouldn't encourage build diversity. It just herd parties to go from zerker to soldier to cleric to whatever. I like the suggestions, but it isn't enough. I want real build diversity where each and every players have a different role to defeat the enemy.
My suggestions:
1) Let each mob group do everything. From Boon removal, reflect, protection, blocking, CC, burst damage, pressure, etc. Not every mob can do this, so condi/boons/attacks spreads out through the mobs.
2) Let mobs heal.
3) Hate/Weaknesses
4) Elite Mobs/Bosses
5) Nerf ressing/Buff healing power
6) Remove/nerf a lot of these mobs and then place the challenging ones in strategic places.
Conclusion:
There will still be a meta build compilation, but not every profession can do everything all at once. Instead of waiting for a mesmer. Parties can simply take a necromancer for boon removal even if the meta says they are weaker than mesmer. Parties can take a tanky Engineer instead of waiting for a tanky warrior to tank Elite mobs or bosses.
My vision for a mob encounter is simply that the party charge in, the party split up, the tank distracts the tougher ones, the rest of the party fights the weaker mobs. They look for the weakness and exploit it and try to avoid enraging the mobs. The party looks for signs that mobs will use a devastating move. The boon removers remove boons that the enemy stacked themselves with. I want a dungeon party that I thought the game would play like at launch when no one knows about the zerker meta.