Personally, I love the game, and thanks to the members on this forum I gave it a second chance, finding that most of my original gripes had been addressed.
That being said, the fact that most everybody looks the same doesn't really bother me. I LIKE the fact that I can identify a Chosen or a Witch Elf at a distance, no matter what level or gear they have - saves me time. That being said, there are certainly different builds for each of the classes and, in my mind the difference is often substantial. If I invest in the patch of vigilance, I don't really gain anything in those skills - I simply choose not to gain a new level in another path as a Knight of the Sun.
Of the two classes I've played long enough to be able to render a verdict (Witch Hunter, KoBS), the Knight actually proves to be quite variable in play style. The Witch Hunter is amazingly fun to play but the different paths all seem to have the same flavor. I favored the one shot executions over the DOT stuff because later in the game I found that my debuffs were constantly being removed but the play style remains the same. I find a squishy, unload every attack I have in my arsenel as quickly as timers run out and hope to GOD I can kill them before I draw any attention to myself.
The Knight on the other hand does have different play styles. On one path, your basic goal is to deliver gobs of damage using a 2 handed sword, fostering a play style very similar to the other melee DPS classes, only you can (generally) murder any melee dps class and really only falter against a true tank or heavy ranged attacks. Another path reinforces the notion that your whole goal in life is to draw attention and keep your team alive. WAR remains the only MMO i've played where I truly feel the tank has a purpose in PVP, and it's more or less thanks to the tremendous difference in durability a tank has compared to any other class. Sure, with a 1 handed sword I'm not likely to kill a zealot alone - but I can certainly force him to spend all his time healing himself, and I can split that attention among multiple healers, all while shrugging off most of what comes my way.
Of course, I still have problems with the game. In larger RvR battles, my individual contribution is meaningless. As a tank I more or less just knock people off of stairs, or, if I can get into position knock a healer into our mob. My individual durability is meaningless when I expect to take concentrated fire from a half dozen sources, because even with good gear (for my level) and every defensive buff I have turned on I generally don't even live long enough for my hold the line ability to complete. On that same note, taking a keep is fantastically difficult without overwhelming superiority. Just this weekend a four man team held the Tier 2 keep for hours under constant assault from 10 - 15 people. I think the cramped conditions of the keep make it far to easy to defend and force a stalemate, especially when you consider the fact that the keep alone possesses enough killing power to murder a half dozen people without any player defenders at all. Even worse, once you have sufficeint numbers to do the job, the battle becomes so chaotic that any pretense of skill or planning is gone. As a knight I just press my "select closest target" and start wailing, hoping to not die. As a witch hunter I generall fall on the stairs. As a healer, I just watch my group health percentages and randomly select them and sling heals as fast as I can.
For all the success I see in the smaller battles, the largest conflicts express a similar rate of failure. If nothing else, I'd like to see a keep that's large enough to actually comfortably hold all those bodies so that I actually can have some idea as to what's going on - otherwise my only reason for showing up is to soak up exp, RP and influence, often without contributing anything of merit.