Of course, but if your only reason for having "complexity" is the 100% depth-less complexity that needs 24 hotbar buttons to achieve what other games manage with just, say, their dodge alone (even MMORPGs, look at GW2), then I would say your concept is so flawed you might as well remove it all.
That's not a sensible type of complexity. Because it adds no depth. You're still pushing a 100% static rotation, but you're doing it with 24 buttons in arcane combinations of order, but you could still write that entire order down from combat start to combat finish, knowing a particular fight. It can be fun to do individual elements of this in individual situations, of course. But that's mostly for supportive jobs, like Astros timing their Horoscope, Earthly Star or Macrocosmos so the healing goes off on its own at just the right moment. It can work for damage, but it's tricky there because you want to optimize your damage output, and hence whenever possible, make it as boring, flat and static as can be, as that ensures optimal output. It's why procs, random gains or losses of resources, or conflicting pseudo-random-chaos is so important in ~all games for damage dealing situations.
Really not a fan of such design. It's a trap many RPGs fall into, and it always makes all of its class- and RPG-mechanics so pointless. And it's not like plenty evidence from long-running MMOs don't exist about what does or does not work. And even quite diverse ones, after all WoW, FFXIV and GW2 for three simple examples don't at all share their underlying design paradigms. But in particular WoW explores so many intricacies of procs and randomness, it's easy to take input from it. While GW2 shows why unification of buffs and debuffs is cool, but very difficult to pull off right, despite how good an idea it is. Or why, more pertinent to this discussion, removing the tanking and healing aspects of MMORPG design is such an issue, although we can see that from FFXIV here too, of course.
I dunno, the point about making it a DoT for flavor reasons for example is sensible. "Goring" blade. Doesn't sound like a single hit. But trying to add gameplay complexity via having to manually track and reapply a DoT is only sensible if it replaces some other pointless complexity with this pointless complexity.
It's also why I'm fully with you on aggressively removing abilities and/or merging them. The fact we got so many buttons that add very little complexity and 0 depth is just pointless, when so many wouldn't need to exist.
Although, while I'm all for merging Holy, I'd keep Shield Bash insofar that Paladin would have a trait that "upgrades" interject to it (so it's also an interrupt against enemy that cannot be stunned), mostly for flavor reasons as like you say, it does ~nothing right now.