The idea could work with a trait that turns the ranged attack into the combo finisher when proc'd (Throwing Dagger becomes Aeolean Edge in this example)
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So you want to add a new combo button so we can get rid of the button for the ranged attack?
And when you are on a tank and you need your ranged move to pull an add but the combo finisher says nope?
This whole idea is causing more problems than it solves.
Best change would be that the ranged moves don't interrupt combos and nothing more.
Okay then maybe an exception can be made for DRG or maybe some middle ground, I haven't leveld DRG myself so I can't comment on that. I just like the fact that you want to finish a combo before running off and would rather have ranged attacks not be something you'll just be spamming on impulse every time you move away, no matter your position on the combo, but rather something that's disruptive to your main rotation and needs to be considered before using. Most of my melee experience is with tanks though so maybe my preference isn't all that relevant to this topic.
I understand what you're saying, however, keep in mind that while the basic rotation of a tank usually consist of 123 combo or eventually 124 sometimes as well, for a melee like dragoon or samurai, breaking combos is the equivalent of having to restart your whole rotation, because it delays a 8+ GCD rotation. As a dragoon you have to make sure that you can keep your dot up at all time, as well as your damage buff. Your rotation consist of a 10GCD loop that you cannot break because you risk losing either the dot or the damage buff if you're really unlucky. So breaking a combo here just means restarting the 10 GCD combo from the beginning. As a samurai this gets even worse, because by breaking a combo you delay a Midare, which is mandatory to proc Tsubame, your 1min burst. You don't delay it by one GCD however, you delay it by a full Midare rotation (9GCD), which can be really detrimental once you begin to look at party raid buffs.
Monk doesn't have this issue, but it doesn't suffer as much as the other melees due to meditation, just like Ninja can maybe plan a ninjutsu to avoid an aoe. But for the other two, the question isn't even there. You can't use your ranged attack because it messes everything.
Tbh, I would be surprised to see an actual opportunity present itself more than three time in the whole expansion for both jobs, and I don't see the devs planning a fight and thinking "oh what if we put an aoe there, so the melee can avoid it AND use their ranged attack for once ?"
Ranged attack is a dps loss on melees anyway. But just making the option available would be better than not having it at all.
Generally, I am against removing abilities. They can simply just not be placed on the hotbar.