Points in tree's should be spent to better you're existing skills, add an extra bubble or hot on a heal, add some dot damage to an aoe, make a skill proc a buff useable by another skill, and so on and so forth.
Points spent should have more GAMEPLAY repercu
Yes, this would have been a better design goal. Ie no new skills get granted by the trees except for a capstone. Instead all the points are used similarly to traits we have now only more fine grained. They add extra effects to a skill or increase potency but nothing gets "unlocked". We wouldn't even need tier bonuses or specializations. It's kept as a tree to make sure the most potent abilities are not available from the start (same as now where you can't get all the traits from the start until you get to the right level and complete the deed). The trait tier bonuses feel wrong, as it's an extension of the same trait-set bonuses, where people choose traits they may not necessarily want only because of the lure of a set bonus.
Also decreasing number of points could have allowed using multiple trees without an artificial penalty, it just means you might not reach the cap stone or get the full increase in power of a trait. The penalty part of the new system just makes no sense to me, and the rationale that people might get too powerful is incorrect because they could just change the number of points given out. There's more than one way to solve that problem! I'd love if we could be like Shadows of Angmar and have a 4/2/2 or 3/3/2 style of build again.
Instead of getting rid of stances, it might have been interesting to make them a feature of all classes. But then that's wrong headed thinking I suspect when the approved plan is to require everyone to be a specialist. I'm completely baffled why Turbine has disliked generalists for such a long time.