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In terms of 'MMO-ness', Guild Wars is pretty close to WoW. Sure, the game is heavily instanced, but then WoW relies on the fact that most players aren't bunched up in a small area using skills. The game is designed so that the server can completely ignore anyone farther than about 80 yards of a given player's position, with respect to that player doing anything at all. The average case of which isn't much different to Guild Wars handling 16-32 players in a small area.
Instances are bigger in WoW, but WoW doesn't bother with dynamic collision detection. Nor does WoW allow commands to be queued up. Sure you can travel around in WoW instead of clicking to teleport to places, but Guild Wars simply has no need for timesinks like that.
So I can't really see why you would want to separate Guild Wars from other MMOs when in fact it really isn't doing much less work in the multiplayer regard.
I'm quite aware of what Guild Wars does -- I work at ArenaNet. What it does, technically, is not the issue at hand. Guild Wars plays like a slightly-larger-scale Diablo II with a glorified graphical chat. It doesn't fit the large scale persistence requirements that most people dream about when they dream up their MMO.