Quote Originally Posted by cjbeagle View Post
tl;dr: Because the alternative is the current trend of the devs continually simplifying jobs, removing meaningful choices instead of adding new ones. This is as much about preserving complexity as it is about appeasing hyper casuals. I'd be perfectly content to have jobs be as complex and nuanced as their designs called for and let the hyper casuals kick rocks, but looking at SE's decisions, they've decided not to take that path, and we're the ones being left empty-handed - not the casuals. I'm looking for a way that they can appease both since we're the ones that are being told to kick rocks.
You'll be fighting the status quo in either case, and creating a talent system is far more resource intensive than simply unpruning and/or revising skills for increased use-cases and increasing gap between a kit's floor and ceiling (as to be "easy to use, difficult to master").

You won't avoid protests of "<X player/class/job/spec/build> that requires more work can produce more than me/my job/my build!!!" regardless. The wails already echo across job choice, even when jobs are in their arguably most balanced and ideally tuned states.

Better then, to have mostly accessible kits, a few skills among which more casual players just bemoan the complexity of and leave untouched or off their bars than to simply have one's pick of working harder for roughly the same throughput or leaving complexity equally low as, if not lower than, it is now.