I do remember given the time period mentioned that dots had issues back then with lining up nicely among other things, and that being partially the reason devs moved away from dots. That said, what you are mentioning here is more meta complexity, that can probably be achieved with smaller fixes than whole reworks. It's not really a 'rotation' in the sense of other classes, like that of Monk, Sam, BLM, and etc. Granted I think stuff that has meta complexity is definitely more feasible for the devs to accomplish, and I personally like complexity in this regard because its interesting.
I agree mostly with how healing currently is but there is a bit of a caveat to this? You could technically heal a fight with just oGCDs if coordination is superb (so both healers work well, as long as proper mitigation and no one taking excessive damage). In organized statics I can see that happening, but in PF....
That might be why things are as they are now, because it requires more coordination you need more robust healing options that are semi redundant because you have to factor in other players and the mistakes they may make much more than any other role[/QUOTE]
The role of healer is a bit more unique in that, unlike other jobs where their rotation is pretty much their own business, healers business is that of other players. So if you had a rotation as a healer, how well that rotation goes will become some what more dependant on your party members doing their stuff to a T and not getting killed or taking excessive damage. So imagine player feelings when people cant do their healer dps rotation cause DPS eat pancakes or make mistakes.
That example is not exactly great. All it does is essentially assume that "If something is more complex, it is more interesting and fulfilling." But that is an assumption, and is ultimately missing the 'reward' aspect that isnt subjective.
If you wanted a better example, it should be more like this:
50 + 50 = 100
50+x(2y/(x+45))^2 = 10,000
The complexity added is rewarded with increased output. This is an objective meaningful increase to complexity that people will naturally find more fair (if, the effort to get the increase is 'reasonable'). This is kind of important because, being frank, the example you showed is actually a nerf, because to achieve the same results, you now must do way more work. People will not generally find that change justified. You and a few others may on a personal level like the change cause its harder, but most players wont see it that way. They will complain and ask for reversion.
But even then, just consider the added complexity is a reward in of itself and people do accept that. That added complexity still comes at a cost to the game design, no matter how you slice it. It can be things like button bloat problems, balance issues, changes in the player mindset when playing the job, and so forth. Those are things devs have to consider before making changes. It is exactly why they havent settled on one design direction or another, and its not an easy problem to solve.
Lastly roles not doing their intended jobs is actually a problem that is worth pointing out. Tanks refusing to mitigate cause "gotta get my deeps", or healers not ressing cause "no swift cast" actually illustrates problems with player mentality when it comes to their roles, where the focus of their play becomes to much about DPS. Yeah, tanks need to be mitigating, and healers need to be ressing, even if it means a DPS loss because their roll is supposed to do those things. Why, then, would it be a good idea to encourage more of problematic behavior just because other roles have that issue? That really doesn't make sense to me.
THe problem with the proposed solution is that it ultimately is no different than pressing 1 button. Consider it mechanically: What is the difference between 1,1,1,1,1,1, and 1,2,3,1,2,3? You arent really adding complexity, partially because the problem with the proposed solution is there is no 'punishment' for breaking rotation. Youre just delaying it technically so you can do role specific actions that you are there for. There has to be something that gives a reason why spamming 1,2,3 (as an example) is more interesting an option other than you have more buttons to push that accomplish the exact same thing as pressing 1 button. And that complexity has to be meaningful, meaning it should come with 'punishments' for not doing it optimally.