Apart from tracking your over-30s CDs being a bit larger a thing here, most of that complexity has been present in most MMOs I've played, and I've been glad for it each time. Sure, I'd like to have a bit more situational deviation that required me to be looking more at the screen to figure out optimal skill choices and timings than at my hotbar, but that level of complexity feels very, very standard.
I've never felt burdened by any of the jobs rotations, despite playing all of them; the tool-tips, paired with having a consistent relative measure for damage in the form of "potency" rather than <%weapon damage + %attack power + flat>, etc., make picking a logical sequence of moves pretty easy. I can't imagine that most players wouldn't have their rotations down for personal dps and probably a couple 4-man compositions, where those may cause a difference, after spending all that time to hit level 60. XIV's gameplay may make it worthwhile to math something out on occasion, like the average potency of a particular combo, or the amount of DoT ticks needed for a DoT to be worth doing (give or take certain multiplier windows), but it also makes it very easy to do exactly that. Know your windows in terms of GCDs, and perhaps at what GCD recast you could fit one more, figure out the "worth it" times for different DoTs and when to hold onto CDs. The multiplicative stacking between different buff types and debuffs together isn't so extreme that you'll end up with different answers in but very few cases between having all of your CDs ready and just one or two when entering or preparing for a given decision. The practice you get from leveling dungeons does mostly carry over into endgame, even if the latter may ask much more of you; you get a feel for the timings, which, unlike rotations, cannot be broken by mechanics or phases. Better yet, the more you practice on a couple different classes, the better you can look at the tooltips of another and basically figure out almost exactly how it should be played without having touched it before, or fit new experiences to a high level of play. (I don't recommend telling others their business, unless perhaps if they're clearly wasting class tools like Heavy Thrust, if even then, but it makes it that much easier to figure out why something's not going as expected. This game does ask you to have at least a shelf-knowledge of your companion jobs after all, niche and associated capabilities for DPS, and tools for healers and tanks. And it gets a lot more fun once you know how something's likely to go, or can maneuver it to a more ideal conclusion.)
Now, that's not to say that I don't think there are shortcomings. Nor do I think that the support given is enough for ALL players.
Many abilities seem to suffer from being underweighted purely to keep a particular job balanced against others. Elusive Leap, for example, can only be used as a last resort or after having memorized a fight because it has such a long CD; as long as no other job is forced to need a target-less movement ability, neither will you need Elusive without being bound or heavied, at which point in usually just becomes another closer, but one on a seemingly arbitrary 150% to 300% CD; when add phases are more frequent than every three minutes, it can no longer function as a means to intercept adds before they reach the healer so that the tank can easily take them from you; as long as another DPS without Quelling Strikes or Elusive Jump is present, there is no tank-DPS-improving effect from using Elusive. Putting all those things together, it becomes a really weak ability, even if one we'd by no means want removed or replaced. And the only reason I can imagine for that is that between all its other mobility options DRG mobility would feel too strong if Elusive were a "real" ability, say, at a 1 minute duration, and dropping 20% of its enmity instantly and supplying 20% more as bonus enmity on the target, which enmity-multiplied tanks could better reap the benefits of than others. I don't understand why such a tenuous balance would be taken over trying to keep identity-heavy gameplay integral to the job. Would it really hurt balance in a way that could not be easily rebalanced to make Elusive Jump feel useful? To reduce the WM/GB lock-in to 10 or 7.5 seconds, speed-scaled? To reduce the Grit MP cost? To reduce Shuukuchi's CD from 60s to 45s? To increase the activation speed of the different "Fists of" and up Fists of Winds to at least Ninja passive movement speed? I realize these are all slippery slopes, but there should be a point to start at which they go from largely forgotten to feeling identity-driven or -core, powerful, and largely essential.
Others just feel a bit button-bloating, and only a few of them at best by necessity. Take Deathflare, Fire IV and Blizzard IV, and Whirling Thrust and Fang & Claw, for instance. They are all locked behind yet another ability, Fire IV and Blizzard IV's Enochian and WT and F&C's Blood of the Dragon do so without altering any of the original abilities' effects, while still keeping their importance. I therefore have a sort of love-hate relationship with that ability. As long as BLM is built so that each spell is essentially function-based, rather than using any undermechanics where strength can more subtly create function, it seems right. But that's three whole abilities that, when locked out, feel cumbersome on one's hotbars. Deathflare is a bit simpler. I simply do not see why it couldn't have defaulted to take the position of Dreadwyrm Trance itself just after activation. And that still leaves Deliverance, Fell Cleave, and Decimate to speak for themselves...
As for the support side of things, there's plenty that can be said or done. Parsers, for one, even if only in a training room and with added features allowing you to track relative potency or factor crits instead into averaged effects on damage so you can look cleanly at what your outputs would be, would help quite a bit, imho, for anyone who wants to know exactly what they're doing in order to quickly figure out the 'why' and 'how' of their gameplay. Simply mentioning certain rotational strings explicitly in job quests would do the same. Heck, just having your AI companions of your same class type ever behave in an rotationally-sound or seemingly intelligent manner would go a long way for leading new players into class or job gameplay. Mentioning the basics of what it takes to quickly and cleanly clear an encounter, be it trash mobs or a boss or a set of adds, whatever, could go a long way for getting people into a party-helpful or broader-viewed mindset. At present we leave all of that in the hands of often unreliable companions, many of whom will find it too tedious to actually provide instruction and just zone their way through the slowed dungeon, and third-party addons, the latter of which we even lock into a "don't ask, don't tell" paradigm. As much as I like the idea of player dependence and dislike the idea of mandatory addons, that doesn't seem a reliable way to ensure that players have full access to their gameplay, or, in turn, their game.
