If you had a full guild willing to pile limitless mats onto on players, so that they can insta-craft their way to level 80 in no time at all, then yeah, that's possible.
bear in mind, this requires a metric shit ton of money (which doesn't really exist yet--but maybe with 100+ players contributing to that task alone), and access to the type of materials needed to get to higher crafting levels (xp stops from crafting low-end gear as you progress)...this means you need plenty of level 80 players to help some noob get to level 80, and filthy rich.
basically, the comment is pure BS form someone who hasn't touched the game.
as for endgame...dungeons that actually change as you play them? Not doing the same repetitive shit over and over? that's...bad? Sorry, but the type of "endgame" that exists in ToR and all the other WoW clones is trite, imo. I really don't want to grind the same instances over and over again--once you've learned how to do it, why bother? Oh, for slightly better gear....to do it again? no, no thanks.
GW has never been about grinding to get better gear, or grinding for levels. If you want to work when you play games....then why play games?
This game is plenty difficult without the need for trite grinding.
That being said, the legitimate complaint that I haven't heard yet: boss fights, so far, tend to be just massive zerg rushes whittling something down until it croaks. avoid damage, revive the people too stupid to stand too close for too long, etc. Frankly, that gets old after a while. I don't know why I haven't seen people complain about that....I guess it's because the people playing and enjoying it don't mind such things :\ The loudest complaints I hear are from those who haven't touched it, and primarily base assumptions on GW1 or what "people have said," without ever playing it for themselves.