When trying to define "rotation", I would draw inspiration from
The Balance's BLM guide:
A line is a sequence of casts with specific characteristics that ends after a fire phase. A rotation refers to a line or lines that can feasibly loop and repeat itself. This is why only the standard line is typically referred to as a rotation, while other lines are more strictly referred to as lines.
So, I
would call 121111111111 a rotation, albeit a trivial and uninteresting one (more on this in a moment). I can imagine SGE having "Kardia lines" that allow it to respond to various healing scenarios, but where those sequences of actions cannot be looped upon themselves indefinitely, and thus wouldn't form a rotation.
Now, 121111111111 is uninteresting because it's entirely "filler", which I would describe as:
Actions that do not build up anything or towards anything, and that do not themselves have the feel of ending or finishing some sequence of actions.
That informs my thinking whenever someone talks about "interactivity" or "interactions" in a kit.
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I think we're all in agreement that healers -- whether it be via job design, encounter design, or some combination of the two -- need to spend less time on filler. By my definition, I think there's also a fair argument to be made that most
healing skills are also filler.