This is going to be subjective.
I feel like button bloat is an ongoing problem in the game. As a controller user, it's kind of a bummer to have so many buttons that need mapping in a space that really isn't made to conveniently accommodate them all.
I think it would be fine if each button did something worthwhile enough to justify their status of occupying a button, but in many cases this isn't the case. For example, a 30-second cooldown oGCD that just does damage. Is that genuinely a compelling enough addition to my kit to be worth button real estate in this economy?
In addition, there are so many combos that could just be a single button. Most 1-2-3 combos take up 3 times the space they need to. And then there are "soft-combos", like how you can't cast Paladin's Confiteor unless you first cast Requiescat...meaning they could just be the same button. There's unnecessary sprawl here.
I wasn't surprised to see that SMN had the lowest amount of buttons, because SMN's recent rework takes advantage of a lot of the consolidation techniques that could benefit all classes. It uses context-sensitive buttons to map 2 or 3 different moves to a very small amount of buttons, meaning it's a class with a lot of functionality but with a fraction of the bloat. And even SMN improve, as Energy Drain and Fester should most definitely be the same button (if not removed entirely because it's just 3 oGCD damage per minute which I would say is not worth a button).
Healers have it a bit harder when it comes to button bloat, because rather than having a predictable rotation of damaging moves, their job (supposedly) is to have a toolkit they can use to react to situations by providing the flavor of aid that's needed. So there's less ability to compact buttons, at least with healers as they are now. But I think that Sage's "mode toggle" button shows a possible example of how multiple functionalities might be mapped onto single buttons, though it would certainly require some reworks, and whether that would be worth the change is debatable.