Feedback:User/Konig Des Todes/NPC-only Professions

This is a suggestion focusing on future Guild Wars Beyond content. As the title says, I'd like to suggest new professions added to the game which are only usable by NPCs. My reasoning for this is as follows:

One can only go so far in making challenging builds. Everything has a counter and with NPCs being semi-limited to what players can and cannot do makes them all that much easier (I say semi because a) NPCs can have more than one elite and b) NPCs can have unique "monster skills"). With NPC-only professions, a wider arrange of builds could be created without hitting the issue in number 4.
 * 1. Unique builds

As the section name implies, this allows an avoidance to the above without resorting to individual monster skills. Monster skills and abilities were originally designed with a lore behind them but has now become a means to create overpowered skills to help make PvE harder. With NPC-only skills, such would no longer be necessary as the skills would be able to do things that players cannot, thus we'd see a lesser need of these power creep skills.
 * 2. Fewer monster skills

Allows the return of old profession concepts which were cut, so long as they're reasonable within lore. For instance, the Bard, which still has elements in the Kurzicks and their "singers," could return as a NPC-only profession that utilizes unique shouts, echos, chants, and so forth akin to the Paragon but with a different (e.g., non-semi-support/utility) feel to the skills. In another case, the Chronomancer could be made into such a profession. In all GW community theorizing on what this profession did, it always encroached on the Mesmer or Monk realms or was vastly overpowered. By making it an NPC-only profession, whatever there is of it can be salvaged and encroachment and minor power creeping is less of an issue. As brought up before, monster skills act as a way to make PvE harder by giving enemies something we players don't have, so if a NPC-only profession has one or two overpowered skills, that'd be less of an issue than a playable profession having such.
 * 3. Returning unfavorited

In regards to the number of skills being a main issue of balance (a reason why I am opposed to new skills used by players), this is not as much of an issue as players themselves cannot abuse them. Monster skills are designed with a specific build in mind - or the build being built with the monster skill in mind. With NPC-only professions, the "monster skills" could be mix-matched.
 * 4. Skill numbers

Currently, skills like Inspired Hex automatically recharge with monster skills. This system would allow those skills to actually use a NPC-only skill, thus removing the auto-recharge hex/enchantment removal skills of the mesmers, but also allowing players to use usually unusable skills. Makes things more interesting.
 * 5. Unusable skills made usable

Perhaps the main part of the suggestion, this allows more diversity in the enemies seen.
 * 6. More diversity in enemies

The reason why I suggest this, rather than suggesting themed monster skills, is mainly for unique abilities such skills of NPC-only professions could give. Like how currently dervish skills trigger on "dervish enchantments," these skills can have triggers on, say, "bard chants." This would also allow more skill types to be used without needing to alter the UI of the skills-sorting panels like when Flash Enchantments were introduced.
 * Difference between NPC-only professions and a long list of shared themed monster skills