I understand that some people enjoy weaving half a dozen effectively-identical buffs in between skills but the button bloat problem really is frustrating on a pad, and my skill level would increase vastly if I wasn't wrestling with the interface. The same level of weaving can still be achieved by having fewer skills (that you need to activate more frequently) instead of lots of different ones, so it's down to the team how they implement things. It doesn't have to be dumbed down completely just because redundant abilities are combined and the inherent penalty for having a larger ping is addressed.

I don't mind the RNG mechanic particularly, it's true that it feels lame when your luck abandons you for too long but hopefully they give us additional tools to react to that in the level cap bump.

Quote Originally Posted by AvenoMatt View Post
Which is why I think giving the turrets shared command with differing effects would be the best solution and I think to really lower button bloat tie utility already in the machinist tool set to the turrets.
I'd really like this (I really don't understand why SCH fairies both have separate Embrace commands, it's like they hate controller users who want to get the most out of their jobs). Since macroing sucks, having the ability to optimise bars baked into the actual abilities is helpful and avoids some people leaving situational abilities off their bars entirely because they don't have enough room.