I mean, we'll all see how it goes, but absent any kind of design document, I feel like that patch-note preview doubles down on some flawed decision-making from around the time of Heart of Thorns.
Content that was designed for Team Casual can be completed by just about anybody with just about any build; at most, throw a couple more bodies at it. For example, if one person in a bad build with bad gear can't solo a Champion, certainly 2-3 of them can, and there's nothing stopping them from waiting until another 1 or 2 come along.
Content that was designed for Team Try-Hard was originally designed so that with reasonably good exotic gearing and the right runes and sigils, any combination of players who take their AoE heal and buff powers can stack enough heals and enough buffs to complete the content; you certainly can play almost all fractals that way, for example. But ever since around Heart of Thorns, more and more of the Team Try-Hard content has been designed around edge cases where, with just the right builds, the whole team can reach the buff cap. And content that that perfect team match can't just steamroller is unplayable by any team other than theirs.
That's how we ended up with a "meta" where if you're not a Mechanist or a Quickness Firebrand, you're a drag on the team. Remaking every profession and every build so that they can also push out the exact same list of buffs as a Mechanist and a Quickness Firebrand is not exactly how I would go with it. Me, I would accept the fact that the game will be stupidly easy with certain impossible-to-balance-for weird combinations of builds -- and make it so that there's no real incentive to do so, make it so that that doesn't get you any more rewards than the less optimized builds or any faster, through things like time gates. Let the edgiest edgelords on Team Try-Hard show off how fast they can clear Slothosaur or Su-Won, as long as what you give them for that doesn't make everybody else feel left out.