They're not really the same. But they both share many similarities. I'd say content would be closer to having more of the same, but features would be closer to giving more, different, choices of things to do. But in the end, I don't think you can draw a clear line.
In anycase, I really hope they start adding some consequences for choices. There's too many "right" ways and "wrong" ways to play. I want more grey.
And I want item decay and destruction to help fuel the economy. I also think the quick crafting system needs to go. Crafting items should either take a lot longer to accomplish or should require much more player input than just waiting.
Fishing action could be made alittle more interesting some how... also could add a few different things to catch, perhaps somthing usful in crafting occationaly...
There are a ton of rpgs that have better fishing. Just not any MMOs, as far as I know, for some odd reason. I remember playing games where you had to actively time pressing the button to reel the fish in, gauge the fish's strength/power against your own and against the strength of your line and pole. From a design point of a view I can think of very simple ways to make crafting and harvesting more interactive, more fun, and less macro-friendly.
I don't see why they can't have crafting and harvesting be affected by player skill as well as character skill.