Your rotation under target dummy conditions defines the skill floor, not its ceiling. It might intimidate newer players into thinking that the job in question is difficult, but it has little to do with skill expression. That typically comes out purely through maintaining uptime despite fight mechanics in this game, but that doesn't mean that you cannot also design interesting abilities that challenge a player mechanically. Intelligent use of movement abilities in movement heavy fights are a potential example of this. Hopefully that clarifies things for you.