I do too. Does GW2's combat work like Champions jamused? I don't know much about that game other than that it's a fantasy theme and it's owned by NCSoft. >.>
It's been a bit since I played CO, but I'd say the combat's aren't very similar...though they're both more dynamic than CoX, in that they let you run and gun. In Champions, iirc, you are nursing your end bar.. you start with a certain baseline, some things cost more end (and the more powerful, the more end), you recover at a certain rate based on your stats, and you have an Energy Builder attack that also gives you end; you have a block button that you can hold to block and reduces incoming damage, but prevents you attacking. Badguys have warnings that pop up when you are going to need to block because they're building a big attack. Various powers require holding down the keys for different lengths of time (either to build and release, or continuous fire).
In GW2, by and large cooldowns are the only thing you are monitoring...except for Rogues' special initiative mechanic and dodging, there's not really "this power costs this to activate". But most powers are situational: you aren't trying to figure out the right order for the best DPS, you are waiting for the right time to activate a particular power. E.g. if you have a power that reflects ranged damage, you're looking for some ranged attacker to be about to take a shot at you. If you have a power that makes you immune to damage for three seconds, you're waiting to see an enemy go into an animation indicating a big strike is coming, or to attack an enemy that you know responds with something nasty as its opening attack. If you have a power that damages the enemy
and grants you and your allies a certain number of seconds of magic armor if you fire it across an area where somebody has laid down an AoE debuff field, you're looking to use that when you see such a field and against a target that will trigger it. Etc. Everybody can dodge, which is activated by double-tapping a direction (or assigning a key) which makes you immune to damage for a brief time, like a couple seconds. It's all very timing depending, without actually being twitchy; situational awareness is much more important than good reflexes. Many powers have either chains, where the have different effects on the first, second and sometimes even third time you use them in a certain span, or combos where they have additional effects depending on what powers you or other players have put into play during the battle (generally by laying down fields or walls).
Add to that most professions can swap their powers in combat (either by swapping back and forth between equipped weapons, or elemental attunements, or gadget "kits", or entering special modes), usually with a certain cooldown, you can really come up with a play-style that suits your strengths and preferences. E.g. if I play a warrior, I really like to be armed with Greatsword and either Bow (for AoE) or Rifle (for single target), because the Greatsword has three attacks that either let you hit at range, close range, or carve a path through the enemies while granting temporary immunity to damage. During combat I never go toe-to-toe, constantly charging in, smacking, barreling out, swapping to ranged and laying down fire or knocking charging attackers the hell away (rifle butt to the face), then swapping back and charging in again. Other players, or me at different times, could instead equip Sword and Shield, for better close in fighting and ways to block and knock down, or something like Axe and Horn more buffs and debuffs to apply to enemies. You can change these out any time you're not in combat, so you're never locked into a particular style of play and can switch things up depending on what kind of enemies you are going to be facing.
It sounds complex, and it is a bit, but at any given time you only have at most ten powers to worry about: 1-5 are determined by your equipped weapon(s), 6 is a self-heal (the mechanics of which you can change by picking alternative healing powers as you level up), 7-9 are skills that you acquire as you level (and you can swap out between combat), and 0 is an "Elite" skill that you can choose based on your race and/or profession when you get to a high enough level. You don't have trays and trays of different powers, at least not all at once. You also get to choose traits as you level that act like CoX set bonuses divorced from the enhancements (e.g. a Warrior can specialize in traits that do things like, say, grant additional damage if using a Greatsword, or 20% less cooldown on Axe skills), but most (all?) of those are static bonuses... you end up picking them to enhance the things that you like doing best, not as additional decisions you have to worry about while playing.