It did feel diverse, for sure. I can't deny that.
But your last sentence encapsulate my long post, its identity goes against the current game (raiding) format...
Perhaps a semi RNG system where you get, 1 DPS card, one tanking card and one supportive card would just be the good middle ground.
Such as, you draw 3 cards, each symbole having two possibilities. And redraw makes you just move to the next card (like egi summon let say) so that you can choose which card to use with only 2 button, draw/play and redraw (or "swap")
Something like a 110s CD
Sun (DPS)
Balance : Increase Damage by 10% for 20s
Bole : Increase crit chance on your next 3 skill by 50%
Moon (defense)
Ewer : Increase party healing receive by 15% for 15s
Arrow : Reduce party damage taken by 10% for 15s
celestial (support)
Spear : Party members move faster for 10s
Spire : Targeted party member next 5 cast are instant.
Let say those are the buffs you get once every 110s. (Always starting on the DPS for comfort during opener)
You do get a DPS card no matter what, but its optimal target isn't the same every time.
You get a mitigation/healing buff, which means you can plan around both.
And you get a utility spell that can either be useless or just make a specific mechanic more comfortable. For instance, on TOP, there are quite a few places where either faster movement or instant cast would prove useful, like Pantocrator. It isn't mandatory, but there are often a few places where you're like "I definitely wouldn't mind extra comfort here".
I feel something like this would be a fair middle ground between what we currently have and what the old system was.
