You know you can mark the icon to show which combo is which... And the name... "Oh hey, does this button that has the Yukikaze icon and it's tooltip says "Yukikaze combo" lead to Gekko? I don't know!"
Oh yea, I did actually kind of forget about Meikyo Shisui, which would complicate a lot of things for consolidating SAM... That is a fair point...
And getting rid of Meikyo would be an absolutely terrible idea, and even if you made it just use the final attack of the combos, it wouldn't be a perfect solution since very extremly rare occasions, one might use it refresh Jinpu/Shifu...
Raiden Thrust is literally True Thrust with higher potency. Raiden Thrust overwrites True Thrust, not just its keybind, but also overwrites True Thrusts functionality as a combo starter. You don't choose to use Raiden Thrust, You're forced to as long as you're correctly performing the rotation. It was never an extra skill to press in the rotation.
OK, lets dig into SAM under the hypothetical existence of the ability to condense.
All 3 combo chains begin with Hakaze. So i create a button that contains the path 'Hakaze - Jinpu - Gekko' and place it on hotkey 1.
Next, I take a new button and set the path of this button to 'Shifu - Kasha' and place this on hotkey 2.
Lastly, i take Yukikaze and place it plainly on hotkey 3.
To get all 3 Seals, my rotation would look like this:
1 > 1 > 1
1 > 2 > 2
1 > 3
Finally, to make effective use of Meikyo, i need only have Jinpu on Shift+1 for the occasion i require it. Or even set up a button that turns Meikyo into Jinpu after Meikyo for the opener.
Having Kasha and Gekko on shift 1 and 2 (or allowing shift modifiers to raise the step in the custom buttons) allows Midare to be executed with the exact same path as having them all separate binds.
The end result is that i took 6 weaponskills and halved the required keybinds for their effective use without reducing the number of skills involved.
Well, it wasnt something i wrote as a "this is the way it needs to be" thing, Just an example how such a custom condensing system could be used to save keybinds.
I still thing Meikyo should grant Jinpu and Shifu if they aren't already active as part of its effect, but thats a subject for a different thread, lol.
The main point was just to demonstrate that we can save keybinds even on jobs that have many branching combos. Any buttons we can save for ourselves is one less button for the devs to see as pruning targets XD
SAM exists in awkward position because of Meikyo, as it allows the SAM to ignore the combo temporarily... So I don't know what could be done for it's combos...
Edit: MNK kind of exists in a similar state due to Perfect Balance. But kind of suffers from having even more actions...
But for others, there's really much less issues. And there is some amounts of general trimming around actions that can only be activated after certain other actions that they could really do.
DRG has Mirage Dive, which could easily replace (High) Jump when usable. Geirsgokul can only be used during Blood of the Dragon, so it could easily replace that button.
MCH as stated has Rook/Queen and Overdrive which might as well be just one button. Additionally, Hypercharge could easily turn into Heat Blast while active, since you can only Heat Blast/Auto Crossbow while Hypercharge's overheat effect is active.
AST doesn't really need both Draw and Play separately.
SCH doesn't need Summon Seraph and Consolation separately.
NIN has Assassinate which require using Dream Within a Dream first.
How about NO. Yeah, it's gonna be a NO from me dawg.
Play a healer if you just wanna spam one nuke with one dot all day long. Yeah. 400 casts of GLARE is really amazing my dude. Fantastic gameplay!
This is what dpsing on a healer feels like and a huge amount of people hate it because it's so bloody boring. If OP looked beyond the offensive class's experience with rotations they would realise that making the experience closer to how healers dps would not be well received.
At the very least something like this could be a good way to reduce button bloat.
Though if our hotbars had more free real-estate they might be compelled to fill it with shit we don't need.
Imagine how much wonkier MNK would be if it had room for more shit it doesn't need...
If having 123 instead of 111 for your basic combo is the only thing making a DRGs rotation not feel like a Healer, then DRG already basically has a Healers rotation. The problem is something more fundamental with the class that should be addressed.
Plenty of the classes I play would feel better without the pointless button bloat; I'd personally love to free up a few buttons for some QoL things.