I don't get you, that is up to 5 GCD's that are used refreshing dots compared to one. A more powerful spell doesn't mean it is less boring. It also gave more to do in healing downtime as well as some instacasts, although aero 3 then did have a longer cast time.
Consider the following.
A DoT effect differs from Front End / Back End burst cooldowns in a few ways, but all three methods are dressing on the same basic premise - Maintenance. Maintenance abilities are designed to be more powerful for the "Resource" (In this case - The GCD), but are not designed to be used repeatedly against the same target.
Their use and variance across different games changes based on other game mechanics or engine quirks, such as the presence of Snapshotting, or dynamic updating.
Among these three basic entries into Maintenance style abilities, there are a few differences among them that give them a basic boon over the other.
DoT skills usually have no cooldown, but confer an "Implied" cooldown. Overwriting the DoT before it is done is losing damage. However, with no cooldown, you can DoT multiple targets.
Front Ended burst do it all at once, making it ideal for hot swaps, or as the last skill before a transition.
Back ended burst rely on other mechanics but allow you more creative set ups for high spike damage - This is more apparent in PVP settings as spike damage is harder to deal with.
DoT management by itself, however, is among the most shallow cases. If you do not understand the original sentiment, go and play Machinist. Drill and Air Anchor demonstrate "Stronger Glare" as a design focus. They are both front ended cooldowns, and yet follow the same overarching principles of Multi-Dot management.
But, if dressing is all you need to get by, by all means.
Just, you know. Maybe include some other requests in the package, like DoT detonation, or the aforementioned back-end bursts.
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