So here is what was really confusing to me as new player and should be made more clear in the beginner guides or ingame tutorials. The main problem is inconsistency and expected behavior.

1) The first thing a new player noticed is that skills do not seem to queue up, since there is no visual queue UI indicator or sound. This is mostly done with quickly, naively testing to queue up a second skill after you just triggered a skill.
Problem: Without further testing you only notice much later (depending on ping+attention) that in fact there is a "mini" queue mechanic that lets you start a new skill 500ms before the old GCD is done. This "mini" queue system is not mentioned explained at all.


2) Instant skills seem to execute/queue up fine no matter how quickly you trigger them after a normal GCD skill. They do however execute delayed by 1s, depending on the current running GCD skill animation.
Problem: The queuing is not reported to the player in any way, since the icon cool-down starts after the skill did its animation.
Here a indicator would help that actually informs you about the successfully queued action. So the golden hot-bar highlight could stay visible until the skill can be executed/animated, so it becomes more clear that there is something queued up. This also would clear up that only one instant action can be queued up, so if two instant actions would be triggered the golden highlight border would only stay active on one skill not two to clarify this.


As mentioned in my OP, going from the above observations on how skills trigger in general its really confusing that doing the exact same actions inside a macro results in a different outcome. This mechanical difference should be highlighted somehow or if possible both systems should behave in the same way.

To clarify i'm not advocating for macro use to replace manual interactions, but if i hit a macro button the first action inside it should execute in the same reliably way than having the action in a hotbar.