Thematically, I agree, its between a warrior and a monk. The base 70 AR and the enchantment focus with a good amount of holy damage says so.
Scythes are still a problem though, at least as of all their implementations: Originally they were good on almost any martial class BUT the dervish which had wonky e-management, and all scythe attacks cost lots of energy:
Rangers could reduce the cost with expertise, and leverage their blocking stances and high anti-element AR to stay in the thick of it while being nearly impervious to armor-respecting damage (the main form of incoming damage pre-mesmer update).
Assassins had almost guaranteed (and with malicious strike, guaranteed) criticals, which did insane damage with the scythe, (owing to the high damage range, and that crits always roll maximum) it was so bad that ANET specifically toned down the critical damage bonus of scythes for the dervish update. Combined with the kurzick skill (+% damage with scythes) and Vow of Strength (+% damage), crit scythes could one or two-shot everything in Cathedral of Flames. Oh and critical hits solved the energy management problem too.
Warriors had "merely" Warrior's Endurance and strength-derived armor penetration to go with.
With the Dervish update it became a little better, Assassins are no longer the outliers, and rangers no longer have the nutty inherent advantage with most high-powered scythe skills turned to use adrenaline. Warriors are still good, but have to deal with the enchantment tax and the energy drain that creates, so dervishes are finally the best at making use of their weapon. However this also makes it a "gimmick weapon", like bows for the ranger. Bow skills if you remember, cost a lot of energy to account for the ranger's primary attribute reducing attack skills' energy cost, making the weapon pretty much useless on any other profession. (example: During the Barrage/Pet era, Rangers were by far the top barragers, having energy cost reduction, attribute bonus from runes for expertise, BM, and marksmanship, and the ability to take splinter. Ritualist could get a stronger splinter, but weaker barrage with worse e-management (Spirit Siphon was weak). Assassin could get critical hits often, but lacked splinter. Paragon could support the party with shouts, but had to poop out adrenaline-based shouts and chants to keep going (although a command barrager was a funny concept).
All in all, GW as it was was more or less "lightning in a bottle", held together more by the miraculous alignment of stars than conscious planning.
rusty_shackleford I'm not entirely sure what you mean by a "more RPG focused GW1", but I'm all for it if it means getting rid of the gimmicks and making the skill system work as it should.