To me the need to tutorialize something as static and inherently non-interactive as the DPS rotations cycling 20+ buttons in entirely predictable orders that Autohotkey could use optimally hints at the actual problem: These rotations existing.

The issue here is not really a lack of tutorials, much as those would help. It's that something requiring all the brain complexity of 1-finger-death-punch's "combos" is artificially blows up to use dozens of buttons to make it appear deep in gameplay, when all it adds is a thin veneer of fake complexity over an entirely shallow system.

FFXIV has DPS gameplay that would very much benefit if subjected to GW2's class design where you are forced to just 2x5 damage abilities (of which two are autoattacks), 1 healing ability, 3 utilities and 1 ultimate, plus 1-4 class-unique abilities while most mirror stuff the other classes have in some way, shape or form. Not because that system is superior, but because it takes the lack of gameplay depth inherent in these designs serious and admits it and works with it, producing something that while not remarkably better, at least feels less boring to play.

Of course, even better would be adding actual depth to the combat in turn, ripping out 50%-75% of the raw skill count but making the remaining ones actually meaningful to use. That might still need a tutorial, though honestly a well-designed combat system should tutorialize itself.