Quote Originally Posted by Thunda_Cat_SMASH View Post
While I would love to have more varied stats, I'm not kidding myself when I recognize that no matter what, people will choose whatever gives them the biggest "arbitrary numbers" because the only thing that's ever mattered in any game ever, is, "Do we have enough arbitrary numbers to down this content".
I think there's one particular exception for this, and that's if SE can implement stats that result in certain changes to a job's default rotation.

It's best suited to something like a set bonus (though even better suited to something like talent selections, but SE have ruled those out), but if SE can implement something that simplifies a job's rotation in a non-negligible way, it has the potential to entice people to use it, even if it results in some reduction to their output (especially when learning new content, when people want to be able to focus more on mechanics and less on perfect execution of their rotation).

As it is, almost every job is going to be using almost the exact same DPS rotation on every single fight from when they first finish their level 60 job quest until SE adds new skills/traits somewhere down the line. With most of the rotations being fairly static, the most interesting thing about them becomes knowing when to hold cooldowns to make the best use of them on a particular encounter. It's nice for consistency, but that's about all you can say about it.