I've said it before and I'll say it again: The dev team repeatedly confuses the "rhythm and flow" that jobs like Viper and Stormblood MNK had with a "busy feel,". It's not about it being "busy"; that mindset led to them removing too many oGCDs from MNK in 5.4 and making the few they had left very spammy. Instead, it was about the job having a rhythm, flow and beat to it, like a 3-beat waltz, which flowed nicely on a controller, almost akin to fighting game motion inputs. The double-weaving of Viper is very "wax on, wax off," like 4.4 MNK.
We need to be vocal against the use of the phrase "busy" with regard to there being a lot of buttons or actions per minute. High APM does not mean difficult or complex, and often that's not really the problem. The problem is that if you remove the rhythm and flow of the moves so instead of a waltz, you're spamming fewer moves, it becomes both clunky and often boring to play. Simplification is never the answer to this problem, though those who cry "accessibility" would disagree on the principle of just wanting to try out the job, and often while they get what they want, they are the ones who will ultimately abandon the job when they decide it's not for them anyway, while the rest of us who were fine with it will have our gameplay experience negatively impacted. And of course this either won't be addressed until toward the end of the expansion, where it will be made even worse.
Anyone who has been a MNK main since before SHB will tell you, this is just how it goes.
