You're undervaluing pacing in class growth. When you add new abilities, it's either because you're introducing the player to the basics of a new system (Blood of the Dragon), building on something that is already there (combos are a good example of this), or fill niche uses for specific situations (CC, debuffs, AoE abilities).
Which underlines the problem of the system not being fully functional for 12 levels.When you get sheltron at 52, you will likely spend a lot of your time questing in sword oath, where you generate charge at a rate of 5 per gcd nearly continuously, and will have regular uses of the block available. In dungeons, when you use shield oath, you will have less, but you also don't need any.
Let's take Blood of the Dragon as an example. Upon getting it, the DRG starts off with a buff that increases jump damage. You start using it around the time you use your jumps on the rotation, and that's it. At 56 you receive the ability to extend the duration of BotD with Fang & Claw. At 60 you get the Geirskogul, which consumes some of the BotD duration. So you go from starting out with a buff, then getting an ability that deals good damage that also extends the buff duration, and lastly a skill that reduces duration/consumes the buff. That's how a well-paced system is introduced to the player, as you're building up the system from a very basic level (buff that improves jumps) and then adding the ability to manipulate the system to your advantage in combat.
I don't think reducing Oath generated by Holy Spirit would undermine the system. It would simply make the system not hinge so much on Holy Spirit. You yourself have said that Holy Spirit's damage alone is enough to get the player to use it, so by that logic the nerf to Oath generation wouldn't be much of a loss.If they were to increase the rate you generate shield charge in any other way, it would necessitate reducing the oath generated by holy spirit, which is the entire point of the new system; a cyclical rotation between physical attacking for ~75% of the time, generating some minor charge, then supercharging with holy spirit, then back to generating mana with physical attacks.
So you're saying I'm the exception and not the rule, as this is pretty much how I approach learning classes in every game I've played (also why I have initial trouble with level-jumped classes). It's also why I've paid close attention to pacing when I put my suggestions together, because having a disjointed system hanging over you with the promises of "it'll work properly later" is not a good feeling to have.The whole argument that people learn to play their classes as they level is and always has been a ridiculous one.