VPR has eight standard combo buttons and four combo finishers in single target. As you might expect, that would take up a lot of hotbar space under the conventional system. OP's suggestion hinges around turning the last step into an auto-combo. The end result is that you have a simplified version of the job that operates on two alternating combos, with the hind and flank variants just being alternate animations. That defeats the purpose of the job design.

Part of the uniqueness of VPR's gameplay is that it diverges from the traditional combo system. Rather than relying on the tactile feedback of your keybind placements to tell you where you are in the sequence, you play from memory. I appreciate that this isn't for everyone, but there are a lot of alternatives that people can play instead using the traditional approach. I think if the development team keep redesigning jobs around the players who don't like playing them, the game will end up losing more players than it retains in the long run. If you try to design for everyone, you satisfy no-one.