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If you're beating an entire patch of content immediately after its released. Thats instant gratification, similar to tomes are participation trophies. The means to have it right now. People give more value to things you earn, rather than just given. Its a very simple concept. Much like the jobs are a shell of what they could be. XI is the example of job flexibility. This game only has one stat and skill per job, very simple. XI blm for example had int, mab, enfeebling, dark, elemental, pdt, mdb, mnd etc. To be effective in XI you had to have multiple gear sets to be most efficient. Thats job depth. One skill may have a str modifier, while another may have dex, in the same job.
No that is complexity. Complexity does not equal depth. Not to mention FFXIV has several secondary stats to experiment with and properly allocate to get maximum efficiency. What you have there is being complex for the sake of it without depth added to it. I doubt people of this game will feel like carrying 5+ different staffs for simply an elemental spell or play the gear swapping game all together. Not with a game that focuses heavily on the content being where most of the depth lies. Even when I was deep into FFXI during it's prime, constantly switching between TP gear and STR gear was cumbersome and inventory killing.
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The mechanics are all the same from what I have experienced. Move out of orange, hide behid object, run into blob etc. Adding player to player interaction might hinder your optimal rotation, but it would add something different.
You must not raid if that is your mentality. If both my optimal rotation and the other DPS's rotation are both hindered to do one combined attack, then that sounds like a terrible idea. Especially with how severe DPS checks are on some turns. Needing to completely understand your job and the mechanics given before you are absolutely necessary or have fun dying.