If I understand this correctly, I think the main point of this thread is about resource management. The idea being that you would build up resources over a 60/120 second period and then offload them against a burst window buff, rather than just activating a buff that makes things free. It's a nice concept, and it can line up very naturally if the job's resource generation rate is specifically designed for it.

I think the major limitation with a lot of these discussions is that most players are primarily interested in what will make them the most powerful for the least amount of effort, setting aside the usual 'job complexity' humblebragging that you see on the forums and reddit. Patch 4.2's Unga Bunga was something that players specifically demanded. 'Gauge management on WAR is too complex, Crit/DH RNG prevents players from getting their Rank 1 run.' I even remember the cross-posted article which popularized the idea, an interview with a certain streamer in a now defunct magazine. So if your end goal is to get the community to buy in to the concept, you'll have to convince them that introducing a little extra bit of resource management for a similar reward is actually going to be more fun in the long run.