I can't help but wonder how exactly SE's combat development team tested out these rotation creations of theirs. Even taking into account the theoretical potential damage of this ability set, the practical application falls far short, none of the proposed set ups i have read so far would really work in endgame which have, historically, always been very mechanic heavy, and i find it unlikely to change. The issue i take isn't so much the numbers being put out, but the actually feasibility of using them.
Any ability set where you are punished because of things out of your control is flawed design, should a player make a mistake in the rotation that's one thing, but dropping potency to a third because of say, ground persistent AoE like in turn 10 or titan EX for example, where its not only dangerous but downright suicidal, is bad design.