There aren't any intrinsic issues with counterattacks. The only reason why this is at all a subject for discussion is because this game is incredibly scripted, and the fact that even the slightest potential variation that can ruin your perfectly planned spreadsheet designed run is deeply upsetting to certain parts of the playerbase. That's why the dev team effectively removed Crit and DH procs from a certain job after complaints were made in Stormblood. It doesn't matter if the average player has uptime issues and misses thousands worth of potency in GCDs. They're still going to quibble over that 50 potency that didn't proc. If the dev team had any common sense they wouldn't cater to this sort of nonsense.
Players will adapt if you stop catering to them. I want to see more variations in runs, simply because I am certain that it will create a larger skill differential. Some players are only good because there is a script to follow.
I can appreciate that there are certain players out there who rather like the current state of tanking as the lowest skill tier role, and want to keep it low effort. That's fine. PLD is viewed as the base template for tanks much like WHM is for healers, so I can see why some of you wouldn't want to disrupt that. That shouldn't stop the dev team from experimenting with counterattacks for some of the less... vanilla options out there. It will definitely be appreciated.
The best test of a useless action is to try to take it away. If you offered to take that potency off of Vengeance, then you'll see how relevant it actually is. People will fight to the end of time over 10 potency, especially if they feel that it is owed to them.
