If we go back to the start of ARR: WHM used 3 dots, a single gcd nuke, a single gcd aoe in holy, fluid aura as an oGCD and PoM as a decent self buff.
SCH used 4 dots, 2 gcd nukes (Ruin and Ruin II for mobility), a gcd aoe dot in shadow flare (and would gain Blizzard as a spammable GCD in 2.1), an ogcd aoe dot spreader in bane, an ogcd in Energy drain and a negligible group buff in Selene.
The key difference I think you're overlooking here is that the dots had varying durations as well as some carrying upfront potency whilst others had none. Thunder wasn't worth casting if it wouldn't run its full duration, aero II often was. Even if you hand wave away the the additional buttons as simply dots, keeping a track of 3 timers that were both varied and shorter than what we have now was a good amount of busy work, something that's sorely lacking for most of the game nowadays.
And to anyone that says 'but it's only a tiny regression' I would say: Why have we regressed at all after 4 expansions?
I'm not going to touch the ED discussion as there really isn't a right answer IMO, but bane was a great ability and SCH is far worse off for its loss. More in kit interactivity is a great point though and its something that SE really need to explore further, 6.1's Lily tweaks have put it in an excellent place and my only concern is how it will be addressed with the release of 7.0 and if it'll be overlooked again.
Regarding fairy spam it's not as bad as you might think. I personally started out with macros before switching to gamepad emulation on macro hotkeys with a bank of 9 macro keys on my old Corsair keyboard as to be able to spam the fairy without eating the macro queueing delay. There were all sorts of other solutions as well, free spinning mouse wheels were probably my favourite but I also know that some used foot pedals as well.
Say what you will about how clunky it was, but at least it held our attention![]()