If your point is to assume that a single part of a suggestion stands in place of all other possible changes, then maybe you should at least first consider the tone with which someone has referred to the existing systems and what references they've made to them. Fists of Earth certainly does not convert into added defense that that adds potency when consumed, nor does Fists of Fire apply DoT damage that works like an Ignite mechanic, useful for banking towards periods of burst, yet both those spitballs were mentioned in our conversation. No part of that involves leaving one stance at a time dominant and one stance at all times defunct. I explicitly said I would not be doing that.
Yes, I misspoke. I apologize. I meant to edit, but did not want to fix anything but typos after you may have already started replying.
I made the simple point that the exact same problems you've picked apart my idea for your own idea unfortunately has in equal amount, making it rather hypocritical to dismiss one notion on the basis of forced decisions in perfectly optimal play without then applying the same criteria to the other idea. The difference between then becomes a matter of diversity. No more, no less. One has it in-fight diversity. The other does not. I like in-fight diversity and a having larger set of tools, thus I prefer the one over the other despite their being almost equally (non)choices (to the same degree that all choices in any game are non-choices). I like depth and breadth of play. If two things have the same choice-ness, I'll take the one with more breadth and depth of play. It's that simple.
Probably because the two have little in common? FoF/W-dancing requires two oGCDs as possible that cannot be used within a GCD of each other, consuming valuable gap time. For all but the lowest ping players at minimal SkS, you can only get one oGCD out of the bargain when returning to GL4 as quickly as possible, and cannot return to GL4 off the embonused Demolish, making it worthless except in a cycle laden with Demo, TFC, ST, LF, EF, and TrS, which there still isn't enough time to fit for any but the lowest-ping, lowest-speed players because of the oGCD space consumed by swapping in the first place. It's rendered nonsense because of the surrounding limitations.
And even then it still has nothing to do with, effectively, conserving gauge for a period of burst, as per what I mentioned, with no necessary wastes of oGCD space and where the Couerl skill already gets the bonus of its next level and which has nothing to do with damage multiplicity.
Kalise, if explicitly calling something overspending is nonetheless enough for me to have "imply" that any and all spending of a resource would slow Monk's attack rate, your insistence that allowing for any speed variation as a part of Monk's in-combat play cannot coexist with any other systems is more than implying that there is an ultimatum. And sure enough, you spell one out right there.
AGAIN, are you okay with that? Is at best a single system with nuance per job the direction you want to see XIV go in? I'd much rather be called overly ambitious than just roll over and take the gutting of all jobs. Your "realism" here isn't just realism, it's complacency that takes a dump on anyone who wants more from the game.
And there's something to be said for that. There is a point where APM can feel like bloat, a la Cleric Stance or, to many, even Kaiten, Shinten, etc. The question is where we draw the line. With those analogies, I draw it after Shinten, after Kaiten (though right at its edge), and before Cleric Stance. What I am suggesting is, to me, the same.
That's why, for instance, I was wary of any system of direct speed control through stances (dedicated solely to that purpose) as part of in-combat play, rather than their being able to include other balancing factors that could allow for greater diversity without making a chore out of them. That result is a lot harder to accomplish if there's nothing left to the stances than just speed control, but even then, as I said before, it's probably possible. Difficult, unlikely, but probably possible to at least get close enough to optimal that 99.8% of players can play as they like.
(Again, my point was not to belittle your idea, only to show the hypocrisy of condemning one idea based on criteria that you would not apply to your own idea. You can't play the "but there's only one Optimal" and not see how it fits even more solidly to an idea with the same problem yet less diversity.) It'd just be a whole lot easier to get there if one didn't first rip out everything else about the stances that could give them significant balancing factors besides just how best they should be "macro'ed into" your rotation. It also, frankly, offers more engagement with a given fight if their situational advantages can see real use.
I'm not dead-set on this one idea in my mind so much as simply having more balancing factors for a revised, empowered version of stances allows for in-combat manipulation that does not yet become a chore. When having a certain tool at all, we expect to be able to utilize it via synergies with our kit, not just to have our pick of three different items where we could have otherwise had a full and complementary course. The more of our kit we can utilize through the rest of our kit, the better the kit feels. There is a balance in there somewhere between each skill feeling like part of what should be a single skill (imagine RoE, for instance, being unavailable until you are already in FoE or similar drudgery), offering only empty APM, and everything feeling like disconnected tools that could as easily belong to any other job's toolkit or are taken off a template checklist. In that balance lies a fluid, responsive, but synergetic kit. I just suspect my view of such a kit allows for (not even demands, mind you, except perhaps at the highest levels of play) a bit more complexity than your would.