Now that's a classic I haven't heard in a while.
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Yes, Rage of Halone was the enmity combo, while Royal Authority was the damage combo.
Once you got Royal Authority, your goal was to use Rage of Halone as little as possible while still having enough enmity. Of course, enmity was rarely a problem if you kept tank stance up, so you could have just used Royal Authority the entire time in stance.
But it was better to use it out of stance, so to get all enmity generation established for the entire fight, you would be more inclined to just do an enmity combo 1-3 times in stance then switch to damage stance and use Royal Authority/Goring Blade for the rest of the fight. I say 3 times because in Stormblood it seemed to need more unless people used enmity reductions actions or had low DPS.
The issue is that a significant amount of tanks - non-raider types, casual types, RPer types, which was at least 50% of tanks, would "believe" in using tank stance "because they are tanks" and they would use it 100% of the time. Some tanks took it to extremes and spammed Rage of Halone in stance despite having access to Royal Authority.
So this is why we are here. Why tanks had to be simplified to a point where these 50% of tanks weren't confused on how to play it. SE created a linear path which entailed making Rage of Halone redundant.
Glamouring actions would introduce a slight inconsistency that really shouldn't be much of a hurdle or hindrance, but that is that an actions damage/effect is tied to its animation in FFXIV. The effect is calculated at the action's execution (button press, or when cast finishes for actions that have cast times), but the effect doesn't go through until the animation finishes. The game has always worked this way; probably the most notable actions failing to succeed despite being used are Hallowed Ground, Benediction and Limit Breaks (if a boss becomes untargetable or a player dies before the damage / healing is actually dealt).
Glamouring actions has the potential to negatively or positively impact certain jobs due to the long delay some actions have, such as the difference between when say a PLD's Rage of Halone (slow) and Royal Authority (fast) deal damage in the course of their animation. A boss could become untargetable in this time difference, and this used to contribute to tanks losing aggro briefly during the long wind up on, for example, MRD's Butcher's Block or DRK's Power Slash.
I don't really have a lot of other relevant cases I can point to in PvE, but maybe it's part of their consideration (obviously this is a huge deal in PvP and really shook things up when they decided to rework when damage is calculated in PvP actions from players alone in 7.2, not even including actions performed by the occasional NPCs in those arenas).
Actually, you know what, fuck it. If they can rework the timing for healer shield applications like Succor to count after an enemy's spell finishes casting (but not DRK's TBN) before the damage is applied in PvE, then they can just fix their damn game to have every action deal its damage up front, or at least secretly if they feel like that causes actions to lose their impact. Not like they care about their animations anyways, it's all been super flashy spell effects and "flying through the air" and not intricate mocap ever since 5.0