Can't really argue too much with that. I wish I were making more actual choices in combat instead of just being a living series of simplistic if/then statements.
And there's this, too. Making resource management interesting, to me, is 100% tied to the randomness and pace of combat. It goes back to the decisions you're making. If the combat doesn't require you to alter or abandon your rotation to a significant degree, resource management as a mechanic is just sort of a boring/frustrating pass/fail.