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I could (arrogantly) argue that the premise is sound but the argument isn't being made correctly/strongly enough, and I don't care enough to jump in on the OP's side again, any more than anyone else seems inclined to.
There is definitely a potential for an 'aggrieved party' here, if you run some basic numbers (not the ones I did before, separate ones based on the time investment thing), someone would just need to properly define what that is, and THEN show that such a situation would exist in Ashes, even hypothetically.
Themepark games DO have this sort of problem. The player who can walk through the story faster gets a large gear advantage, because it's intended to bring them up to the bottom of 'raiding tier' or the 'lowest rung of endgame PvP', depending on the game.
So a casual player wandering around in an Open World game who doesn't have time to play through the 20-30 hours of story quests and such and still do what they logged into the game to actually enjoy, will get stomped by any relatively skill-less but 'time endowed' player who just 'had more time to go through the storyline and get handed a pile of gear'.
Guilds don't solve this, friends don't solve this.
But it's just another symptom of the Themepark Virus (I don't hate these as much as this might sound), and has nothing to do with Ashes, still.