I know it's way too much speculation at this point, but to nitpick. It does say "account services" and "time-saving, convenience" items.
I think it's arguable that purified fusion stones and many other items in RoM's cash-shop fit this bill. It's a bit harder to defend jewels that provide up to plus-12 and plus-16, but it will always be in the eye of the beholder. On a technicality, paying money for puri's is a convenience to gear up faster than waiting and buying them with Phirius tokens.
And, even the plus-16 jewels are defendable because players can buy them with gold, through the unique system that GW2 is also saying they will adopt.
Bottom-line, for me, is that's all a lot of marketing speak. I'm curious about where the value is. In Second Life, the value is on skins. That means, skins are what people want. Getting the coolest skins is top-equivalent to wanting to be top in combat in another game. Is Guild Wars 2 gonna be this way? They do already say that gear is inconsiquential. That is, it doesn't mean as much or won't mean as much to players as gear in other games. That's value. Combat, power and gear is just a way that value is expressed.
If Guild Wars 2 is going to change that value, combat and power won't even be comprehended or mean the same thing as in other MMOs.
People don't want pay-to-win because the value is on gear and armor and power, but there will always be value on something. In SL, that's cool skins and animations for your avatar and it's different in other games. If you take it away, you don't remove pay-to-win, you can't. You shift where the value is, because value must be there. It will be there. People will find value.
That value could be in being the coolest looking. That means people will desire to look cool, because the game is set up in a manner to place high-value on doing that. And if the items in the cash-shop go toward that, then that's what people will want.
pay-to-win doesn't stop, can't stop at combat. That can be what's always most important for some people, the same as fashion is what's most important for some, right now, but pay-to-win reared its head because that's what a lot of people deemed to be THE goal of the game, the ultimate achievement or the most important thing.
If that most important thing becomes fashion or crafting, then it's simple: vanity items will be most important and be applied to the pay-to-win mantra.
On the other hand, if players are already saying that combat will be most important to them, when going into Guild Wars 2, they will either be disappointing, find that GW2 has married all features to equate them in a nice way, hid them behind many various activities or people will love the game and what the game tells you has more value through playing it - just liike combat. Combat exists in Second Life and other games, but because of the unique game-design, it's not most important. If it's not most important, people won't think they're "winning" so "pay-to-win" won't be applied to it.
It might be exaggerating, but GW2 did say that the gear and "power" is going to be of less value to players because everyone will be on the same playing field all the time, but value will appear in some form. It has to. Will that value be in wanting to look cool? Crafting? or some other new form.
I think if an MMO does away with treadmills or mixes it with a lot of other activities, instead of concentrating on only 1 or 2 ultimate activities, then try and equate all those activities, you might find a nice balance.
Time will tell.