Quote Originally Posted by Fendred View Post
... Fists of fire I'm going to argue should stay, as I'd much rather be making choices about stances than have another damage cooldown to throw into a rotation.
What choice? It's FoF 99.99999% of the time, the other small % is using FoE for damage mitigation for the lols when you can't hit anything anyway. Just like with Ninja's venoms they should remove it and apply the damage boost across the job.

Quote Originally Posted by Fendred View Post
We eventually get 20% haste, so that means we have 20% less time to consider our options in between attacks on top of positional requirements. So I definitely do not want more buttons to consider. When things get hectic, I sometimes have to check if I have leaden fists up or not because of how fast things are going relative to all the stuff I have to keep track of.
You should not be thinking what your next GCD is on the GCD you are about to use it. You need to plan ahead. When you use Snap Punch, you should know whether your next coeurl will be Snap Punch or Demolish. You should be able to keep track of your Twin Snakes and Leaden Fist in the same way. This then goes onto knowing boss mechanics and what they do. You know they are going to turn for a mechanic, prepare in advance by positioning yourself early, or getting ready to True North/Riddle of Earth.

You might think this is alot, however the same rule applies to all melee jobs and to an extent the ranged as well. You need to think ahead and plan what your actions are going to be ahead of time so you can properly prepare yourself. This is what differentiates a good player from a great player.