Agreed, SE implementing personal parsers would definitely need some kind of caveat to the order of covering the misuse and abuse of the data it provides. Whilst I do feel that DPS need to be a little more accountable for their performance in high end content that actually warrants it, there does need to be a middle ground here to keep things civil, SE are typically very good at handling in game harassment so I suspect as long as this was kept as an actionable offence as it is now, people would learn very quickly (Or simply get banned if they don't, win win IMHO!).
SSS is a horrible flawed concept that had only minor relevance to the content at hand during Gordias and arguably has little to none now. There's no provision to handle pushing or holding DPS as appropriate (Hi Cruise Chaser & Zurvan), nor is there any effort made at teaching a player how to maintain their APM and minimise disconnects during mechanics, something which is fundamental to performing well.
Not to mention, as a healer main, SSS is about as useful as a means to judge how long my keyboard is going to survive as it is any indicator of my performance in raids. It's not fit for purpose, not even slightly.
Whilst I'd personally quite like this, I could imagine a lot of people objecting to it. I can very quickly link a multitude of recent expert roulettes where I've personally been doing 35% or more of the damage myself as the healer. Whilst it wouldn't make much of a difference to me as I can already see that as is and frankly it doesn't really bother me, I suspect it might play on under performing player's nerves a little, will they worry that I'm about to start chewing them out at any moment? It'd work a little better if it was personal only and displayed on your HP/MP/TP bar instead (That near useless icon just to the left!). Granted, the question would be then be a case of if anyone took any notice of it =/
What?
We've had the 'mechanic hits harder or weaker depending on your dps' thing already, back in A3S, whilst it was the reverse of what you're saying, it was also one hell of a hurdle during early progression and even more so later on for more casual groups. Honestly, getting past that mechanic during 3.0 without a single parser in the group is quite a feat. The vast majority needed at least one to start helping optimise things or the group would simply hit a wall with it.
A team's individual skill is the foundation upon which the party's overall performance is built upon. Good party damage is a by-product of a player who can maintain high APM and minimise disconnects during mechanics. Being able to dance is also a vital skill, but once you move up from 24 mans and into EX/Savage and then early Savage progression, it quickly becomes only part of the picture.
Your comments about RNG order of actions betray your knowledge (or lack of?) of how the end game actually works. End game RNG is little more than a case of picking from two or three attacks during a mechanic, or the direction in which an aoe or cleave goes. Whilst the mechanic might target different people, it's not really RNG when that mechanic always happens at the same point. A11's often wild variance was purely down to how different players would push the multitude of little phases at differing speeds, it was all scripted at the end of the day.