With mod keys, it wasn't difficult for me to set up intuitive bindings that don't extend past 5RGB.
Depending on the group and encounter, the timings you want on buffs can vary greatly. For instance, on Titan I can only use Raging Strikes once to ensure it's up in time for the heart. If my group is on the slower end, I can get up to two uses of Hawk's Eye and Blood for Blood, and sometimes even three uses of Internal Release. Sometimes DPS is fast enough that I can only afford to use Hawk's Eye at the pull, but slow enough that I can use Blood for Blood twice. Or it's so blindingly fast that I can only afford to use Internal Release twice and have to hold everything else.
When heart phase hits and my FC is carrying 3-4 other players, I usually hold Barrage until closer to the first gaol spawn to get my people out of it quicker. I may even hold a Heavier Shot proc and a Bloodletter for it, depending on who's in the gaol, the speeds at which I anticipate the heart and gaol to drop, and the availability of other off-GCD abilities. And proper timing for Blood for Blood post heart is a given.
I get small decisions like these everywhere, whether it's Wanderer's Palace or Binding Coil of Bahamut, and forcing a bunch of skills into macros only makes things less flexible and less interesting. With the presence of a spell queue, having to press more buttons to get the job done is a non-issue. Most people who actually play a Bard at a high level see multi-skill macros as not much more than a liability.