You've got a bit of a double-negative going on there, so let's be doubly clear: No, Huton and Surging Tempest being able to stack did/does not provide a net increase to skill expression. The addition of Armor Crush simply replaced two forms of optimization (one pretty obvious, one more obscure) with single new (equally obvious) one, while Surging Tempest reduced skill gap and mostly axed a former means of optimization (maximizing the value of each Storm's Eye / minimizing wasted volume).
They softened punishment slightly, which can be a good thing depending on the relative severity of that punishment (how much else the punishment, or worrying about avoiding it, would otherwise overwhelm), but they both reduced skill expression -- Armor Crush slightly relative to optimizing Huton itself, and Surging Tempest's stacking reducing it pretty darn noticeably. Neither one was awful, if only because neither's contexts were that well set up for the earlier optimizations (little ability to resync one's macrorotation on WAR, and few use cases for differently timed Hutons on NIN with no-clip optimizations being notoriously dependent on particular amounts of ping on NIN), but neither was truly a step up, especially compared to just polishing the contexts to make the less obvious optimizations more visible and rewarding instead of axing them outright.
Agreed, though I would have to assume that more applicable here would be a single Blood Lily or Assize CDR... both of which still would likely reduce skill expression in that their anti-synergies would further punish holding Assize for more than just damage (reducing its use cases / what optimizations are worth worrying about for most players) and would delay Lily heals until Misery can be cast.Originally Posted by Renathras
Previous examples included a Thundercloud-like effect, so we may as well sim that, too. Depending on whether it simply deals bonus damage equal to the remaining ticks on the replaced effect or is just an outright double-damage hit like the original Thundercloud, such would not necessarily be OP, but would also slightly reduce skill expression, as that randomization would degrade deliberate fight-specific planning and interaction with other means of mobility (Regen, that Lilies are quite limited, etc.).
In short: More on-paper stuff is not always more in-practice depth. It's often the opposite. Depth requires complexity, but that can often come from just putting very simple tools in the right arrangement with each other, rather than requiring any fat tooltip. Not all complexity is obvious, and not all complexity makes depth. The lasting gameplay lies in the implications on permissible gambles and what considerations are made relevant to each other, not just in what things happen to be co-affected without any change to optimization or consideration nor just due to each tool's amount of reading required or effects attached.