
Originally Posted by
AmiableApkallu
First of all, all of your examples have thus far been, "it'd be nice if a DPS was looking at the party list and did <action>, but it's not required for any content where those situations actually arise."
Putting that aside, a DPS's first and primary responsibility is to deal damage. As such, there's no real decision making to be had. "What do I do for this GCD? Damage. What do I do for the next GCD? Damage." That is, obviously, beyond boring if all they have is one button. Thus, you give the jobs multiple buttons for dealing damage. The "meaning" of the job, if there's any to be found, is in finding the order in which to push those buttons to deal maximum damage, and then to actually do all that button pushing while under the stress of mechanics.
On the other hand, one might expect that a healer should, well, focus on healing. Reducing their damage kits down to one button is not opposed to that goal, nor does it, a priori, make their jobs utterly boring. After all, a complete and total clown fiesta isn't boring with current kits; "what do I do for this GCD?" is far from pre-determined. As a result, one might then assign blame to the game's combat model, where in high-end content, no one's allowed to fail mechanics, and there's no real randomness in outgoing damage, thus eliminating everything that might actually make playing a healer interesting.