i'm not so much concerned about the difficulty per se, more about unneeded and unintuitive twists in skill use that make the gameplay feel clunky and leave you frustrated often.
having to cast fire 1 to maintain astral fire, while spamming fire 4 doesn't go well with the "fire for af, ice for ui" logic the 2.0 blm followed. you also no longer have a flow to your rotation, since you renew eno with 2 separate skills you have to cast too. you basically buy 4 f4 by using 3 different spells, to keep up the timer and "unlock" the nuke itself, which is a pita. can't even appreciate the big nukes, since you're following the ticking clock and when mechanics get in the way, the whole construct needs to be rebuilt or the buff falls off.

instead of following a hectic gameplay pattern, blm should be more deliberate. instead of calculating casttime, buff timer and refresh cycle, which is basically mathematics, i'd like to think tactical while fighting. controlling the battle field while following the mechanics.

right now, all encounters have to be rather uninspired to accomodate for the fact that your own character already uses a lot of your concentration, which is bad, since it's tiring and still boring.

i like a lot of the ideas in this thread, they're all more elegant than enochian in its current iteration.