Because it would only apply to a handful of jobs that don't all need it.
Tanks: Usually have mitigation effects and gauge generation tied to them that you want to keep track of. For example, hitting 1-2-[gauge spender]-3 to avoid overcapping. They also have few DPS skills anyway, so they don't generally want to lose them, otherwise they'd end up like Healers spamming the same button 90% of the time.
Monk: Literally cannot condense it's skills as it has a 'free form' function where you can hit any skill you like out of order. Needs all weaponskills available as separate buttons to achieve this.
Ninja: Heavy burst phase, outside of that burst it only has the 1-2-3 to keep it busy, see Tanks/Healers.
Casters: no combos
Phys ranged: Each have a unique combo system that actually make them unique to play. Machinist being the most straightforward, but then runs into the same issue as Ninja/Tanks/Healers.
Dragoon: Has a very long combo system that you need to keep track of, and already condenses a few of it's less situational buttons. If you condense this even more you'd need to remove effects like Disembowel and Chaos Thrust, instead spreading that dps across the entire combo, and remove positionals, as you can't be sure what skill you're going to hit next unless you're constantly counting in your head. At that point, you may as well just have a single button to spam in between Jumps.
Samurai: conditional combo trees, could potentially be reduced to 3 buttons, but again like the Tank issue of generating gauge with the combo finishers, and the Dragoon issue of apply buffs on the 2's, you'd need to be very careful of what button you're hitting when, and constantly watching your hotbars. I don't see this being viable either.
Reaper: 1-2-3 skills are all functionally identical besides their potency. Hooray! This one can be easily condensed to a single button.

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