My point is that the rotation was so much simpler back then that you didn't need to stare at the buffs and debuffs with a reasonable amount of time on the job. Remembering to alternate your 1s and 2s was very easy, and the most taxing part on your mental stack was remembering to fit demolish after two True Strikes, but even that was a normal ask. For comparison, the old DRG filler rotation was 10 GCDs long; MNK's was 12 . At even a somewhat moderate level of playing MNK, you likely did not need to stare at your buffs.

My point is that doing that has become a lot harder, now that the sequence has tripled in size. You now need to basically check your UI element at the beginning of every 1-2-3 GCD loop, as memorization of the entire rotation (as in, the 12 repetitions of the 1-2-3 GCD loop, ergo, the 32 GCDs) has become something only accessible to MNK players that are a lot higher on the skill spectrum. No other job, as far as I'm aware, has this long of a filler rotation.

I posit that having your BASIC rotation being this hard to memorize and thus being dependent on you checking on a UI every few seconds is worse design. I know they aren't bringing the timers back, which is why I proposed that they just make the rotation smaller by adjusting the amount of fury granted by each of the setup weaponskills.