It's difficult to just pick one thing to take back from old BLM. I totally agree that the long cast time interaction with instants was interesting, though with the repetitive nature of encounters I would usually use instants on cooldown for DPS. Randomized fights would have really made triplecast and swiftcast shine, though even with scripted fights there would be some occasions where I'd have to decide between mobility or going for damage and figuring something out to keep casts rolling during boss mechanics. The lack of the timer is what I feel the most. I've even gotten lost in my rotation without it because there is no planning beyond checking 1-2 GCD's ahead to make sure you're not overcapping resources anymore. It's so easy to zone out.
Simplicity doesn't have to be bad, but I don't think it's good either and I wouldn't label extreme simplicity as an ideal of class design. Complexity by itself can be fun and I think there has to be some level of complexity somewhere to make an activity interesting once the novelty is gone. The complexity scale can also be a differentiating factor between classes. A class that is simple to play can feel different from one that is complex just as a slow class can feel different from a fast one. If everything is kept simple, you lose that flavor.
I can understand the view of FF14 as an example of complexity for complexity's sake and I agree that when that happens complexity has gone too far. Black Mage absolutely wasn't that though. If anything I've always considered it one of the simpler jobs. The timer wasn't there to make things difficult, it was there to make the really repetitive button pressing more engaging. Without the timer you're pressing Fire IV unless you need to press something else, and you don't have to think about any of it too much.Our classes are highly complex, with lots of buttons that all mostly do the same thing ("Deal X potency of damage"), some have years of additive individually tiny blips of mechanics piled on top (e.g. Enochian timer, Paradox proc, Thunder proc, Umbral Ice, etc etc), and yet achieve exactly 0 depth with that as all of this has a fully static solution.
Since class and encounter design are linked I wouldn't dismiss different concepts for Black Mage outright, but I do feel that with the current encounter design, job complexity is needed or the game is dull.



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