You're entitled to your opinion on it, but I completely disagree. The direction I think they should go in, is one where each player has a wide arsenal of abilities and commands at their disposal, many of which are specialized to put value and emphasis on their chosen role.
Teamwork and coordination would also be imperative, and strategy would be key. Mobs would need a whole new range of abilities as well, so that players would have reason to respond to the ever changing situation with ever changing tactics, which still fit into the general strategy being employed.
Each action any given player makes at any given time should be chosen. Which means, there would be alternatives to any given action. With basic attacks eating up all your commands, that doesn't happen. You just spam attack. It's dull.
Right now, the game is a long way from that, and to be honest, I don't think it will ever get to where I'd take it if I was running the show... But then again, neither will any other mmo's on the market, but the difference with this game is at least they're still tinkering with it, and that gives some hope of a decent system, where the other games I've played and looked at aren't even considering making more out of their systems.
There's a great deal of potential though... With things like various stances that both the mobs and players could take, enfeebles and buffs, various types of damage, combined abilities that serve two purposes, such as an enfeebling attack, but that don't excel at either, various countermeasures to mob actions, the traditional tank/healer interactions, limb damage and angled attacks, nearly endless mob specific abilities that could be added, and not to mention, the potential of battle regiments and a whole spectrum of effects that those could have. That's just to scratch the surface. Really, the skies the limit to what could be done, but the more intricate and detailed they want it, the more time and money it will cost, which greatly diminishes the chances of us seeing anything of spectacular depth.
So yeah, if they really knocked it out of the park, there would be ample degrees of both strategy and tactics, and many ways to approach a fight. Players could be kept busy and engaged in the combat, without needing to mindlessly spam normal attacks. Auto-attack would be more about having a timer on the TP gain, which utilizes various stats, giving further use to things like gear, buffs, and food. With all that, and a party that works in tandem together, all you need is a wide spectrum of challenges, including exceedingly hard ones at one end, and relatively easy ones at the other.
Or, you know... We could all just mash the same button for 5 minutes, and then rinse and repeat. With strategy going no farther than not standing in the wrong spot. Way too many games today cater to the lowest possible level of thought, but I think that if you presented gamers with a more thought intensive combat system, they'd be more than capable of acclimating to it. One where every choice has a deliberate and decisive impact, and not just spamfests with the occasional larger attack or routine cycle of buffs and debuffs. Mmo's are the perfect place for even the more casual of gamers to be able to adjust to such a combat system, as the long road to the level cap would be an ideal way to gradually hone your skills, and then at cap, the game could really open up on a number of levels.
But again, a combat system like what I'm imagining here is extremely unlikely to take shape anytime soon. Too many people have resigned to wanting their games to require little thought, and to be a relaxed mellow experience. A little intensity and strategy would really liven things up though. And I know for a fact that the vast majority of gamers would be more than capable of not only utilizing a system like that, but enjoying it as well. But it seems neither the players nor the developers want to really give such a thing a chance.
And erm, well... If not for the sake of socializing, then to plot attacks or a similar manner of scheming? But to each their own. Still, it is an mmo, and socializing with your team is part of the experience. If it wasn't, they'd just give everyone their own offline server, and replace other players with npcs and bots.
At any rate, I'm not getting my hopes up too high. And the game doesn't need to be perfectly tailored to my ideal concept of a game either, I'll take what comes along and enjoy it for whatever it's worth. At the end of the day, it is just a game after all. :P
Oh and sorry for responding with a rambling wall of text... I tend to do that lol. ^.^