From reading some posts on this thread I think some people are missing the point.
This is a new MMO model, not a WoW clone, If you think there's not enough content to get you through early levels then you're going to be bored at max level.
The point of the (PvE side of the) game is to explore, find events, learn about the lore, complete areas, progress your personal story. It's not to rush high levels to access the "real" content. If you can't find enough things to do across the 3 starting zones currently in the game to level you up, what are you going to do at higher levels when there's no raids?
My necro's lvl14 now and I've only had to find something to do once or twice. All I did was look on my map and find where the nearest waypoint or skill point challenge was that I didn't have and go there. Almost every time I found events on the way. I've only just left queensdale and that's to go to the second area.
From reading the official forums quite a lot today, I think many new player's complaint is that the PvE experience feels a little pointless, without ulterior/superior motivation, aimless, etc. And this certainly doesn't have anything to do with people comparing the game to WoW (this inferrence now is becoming a little too pernicious: nobody once mentioned a WoW comparison, yet it has now become a favourite bugbear... ). I just don't think new players to this game - even with the best intentions - are seeing much of a meta-narrative to the in-game world; it doesn't rely on an over-arching storyline too much. The personal stories are there to drive along the personal hero's development, yes, and they are an interesting story in-itself, but they are quite unconnected to the happenings in each zone. I think some people, particularly the more conventionally PvE-minded, are missing the thrust of the game. Imagine being a new player, with no knowledge (or particular interest) in GW1, being placed in the middle of the human start zone: there are plenty of small tasks to do, helping farmers, and lots of villages that need defending from centaurs, and some nobles that want to keep their estate clean, and... but where is the underlying structure?
If you do want to compare it to WoW - which I don't want to much, but the comparison serves a purpose here - you can say that new players in that game are immediately given a meta-narrative in the Horde vs Alliance struggle: their characters have some meaningful identity beyond the individual self (i.e. beyond the tortured 'find my parents' story-arc in GW2's personal story) and so they immediately can hop into the game and see a 'point' to all of the levelling, all of the gear-farming, and all of the gold collecting. There's a war going on! Furthermore every single race seems to have its own explicitly-stated story arc from the get-go, starting area, right the way through to the level cap - which is aided, of course, by the fact that races in that game are distinct and provide compelling reasons to roll for one over the other. Whereas in GW2 new characters are quite disoriented and, whilst finding themselves engaging in plenty of cool, fresh, dynamic events... there doesn't seem to be a lot of point to them, beyond the 'fun' of doing the event itself. Now, call me an ultimate heretic if you will, but I don't particularly find that much fun in the events-in-themselves: they are still "collect as many apples as you can" or "defend against the same wave of mobs for 5 minutes" type tasks as any other basic, core MMO throws at you.
There are 80 levels of this. For your average player who isn't obliged to try and like the game, I think without more content in the full-version (which I'm sure there will be), it could be a very alienating experience indeed.