Execution isn't inherently tied to any kind of thought process. In Rythm games, high-level play typically revolves around memorizing and repeating a scripted map of inputs. Combos are just a convolution to provide some variety and depth to filler inputs, while the 'thinking' happens in more manageable intervals determined by your overall rotation and cooldowns. Homogenization is definitely a problem in this respect, but giving jobs even less buttons to press doesn't help anything. Condensing combos isn't going to prompt the devs to add complexity in their place.
I have to side with an earlier poster; I don't really think it's reasonable to comment on a games complexity when you don't actually do the offered content that fully engages the games mechanics. I think there is a reasonable argument to be made that more of the games content should necessitate jobs to actually interact with their toolkit in a meaningful way.
Ok, with all of what you've just said taken into account;
Can you explain why you yourself frequently fail to complete combos during combat encounters? Is it just personal choice not to interact with the combo system or something?
