Pushing buttons constantly doesn't make it a more involved system. I'd rather have the combat system of FFXIV 1.23 back. It has a lot more depth than the system we have now, in my opinion. Weapon skills costed between 1,000 and 1,500 TP and weapon skills each had individual cool downs. The first skill of a combo made the next skills have no cost so TP management and landing your weapon skills had a huge impact on your performance. TP was regenerated by your auto attacks and it topped out at 3,000. You could save up to 3,000 TP and then use two or three full combos for a burn phase or use your TP as you got to 1,000. On top of that, you had to factor in things like what to do if the third weapon skill of a combo was on cool down but you had 3,000 TP. Do you wait for the finisher to be ready or do you use the first two weapon skills even though it costs just as much TP as a full combo.

It was slower paced and required more thought. There were still rotations that you could do in ideal situations, but you had to consider that every second you aren't hitting something is that much less TP generated. If a boss was off doing a special then you weren't automatically restoring TP like we do now, but your cool downs were still ticking down. That meant that by the time the boss was targetable again you might need to be using a different combo than what the "rotation" would dictate. The boss could also interrupt a combo by going off some where and you are sitting there having used 1,000 TP but only used one weapon skill of the combo. It really allowed for players to excel as an individual because of how much performance was based on timing and knowledge of your job rather than memorizing a rotation and avoiding bright red boxes on the ground.