Runtime packer
Guess now i will need to monitor the changes in the actual GW2 memory in order to see what you did. Means halt the process, dump image, activate the functionality on your trainer and see what YOU have changed. Either that or trying to break the packer, but thats to much effort.
But i must say, i find your current approach rather risky. Manipulating the heap is one thing, but rewriting the code sections in the process image goes a little to far.
What i mean is: Anet wouldn't be so stupid to try to detect access to the games memory in general, that would produce to many false positives, neither would they try to scan for known processes as it is far to easy to hide yourself. And checking the heap for manipulations is pointless either. But checking checking the coherence of the code sections in cyclic intervals is quite easy and doesn't cost much performance either. Can you guarantee that you would notice such a protection?
Btw.: I think i know now what you meant with "thinking outside the box" when i asked you about autosync without forged packets. All one needs to find, is the function which returns the sync-flag and rewrite it so it will return a constant value of your choice for a short period after each teleportation. And you don't even need to mess with ASLR since code sections are completely unaffected...
If i only had enough time to analyze the GW2.exe myself :/
(I just realized when analyzing your Mini ESP, you didn't mess around with pattern scanning to bypass ASLR, all you did was rewriting something in the code section.)
PS: With the method "better than Sigscan", you meant rewriting the getChCliContext-method so it writes the ChCliContext out to an address of YOUR choice?