While the system may work, I'd rather just aim to mimic similar results via potency balancing, I think. It'd be faster to implement than a whole new system. For example, let's take SCH's DOT kit from HW, when it had the most. So we have (in single target) Bio, Miasma, 100%uptime Shadowflare as a GCD, and Broil as filler. Instead of what we have now, where Biolysis is 700p total and Broil is 295 (so the DOT is over 2x the potency-per-GCD of the spam nuke), Why not have something like:
Broil 5: 310p
Bio: Instant cast, 80p per tick, 12s duration (320 total)
Miasma: cast time, 50p on cast, 50p per tick, 18s duration (350 total)
Shadowflare: instantcast but GCD, 35p per tick, lasts 30s on the floor but since it's GCD it can easily be repositioned (350 total)
So if someone wants to ignore ALL of the DOTs entirely for...whatever reason, they don't lose all that much damage. By my maths, swapping every DOT refresh to another Broil would add up to a total potency loss of 790 over three minutes. The effective loss of damage from a Hyosho that didn't crit and DHit vs one that does both crit and DHit is bigger than that, and potentially happens once a minute. By contrast, currently ignoring the DOT entirely and just using an extra Broil in it's place would add up to a potency loss of 2430 per 3 minutes. Also with bringing back Shadowflare like this, I just thought: We can steal Salt and Darkness and convert Energy Drain into a skill that works like 'Shadowflare ruptures for X damage to all enemies within it' which would feel cooler than the piddly needle VFX it has now
Don't get me wrong, I'm not against the idea of 'autobattle' if that's the compromise that needs to be made. I just feel like since it's an entire new system, SE would never bother with making it. So making the 'difference in potency output between full optimal and one button bob' be slimmer via potency tweaking would yield similar results (one button users would deal good damage regardless, filthy optimizers can still optimize), without the devtime of the new system. And we've seen from Energy Drain and it's existence (and complaints when it's existence is threatened) that it doesn't matter how little a gain something is for optimization, people like to have it as an option. Like, you 'can' dump Lilies by overhealing and put Misery in raidbuffs. But how many players, out of the entire playerbase, actually do that? Even in Savages and such, I reckon it's not actually a majority. Even I don't bother sometimes, I don't like the idea of wasting healing specific resources like that
Again, looking at the graphs of 'what GCDs are used per minute' I made here. You can see our current rotation on the top graph, and my pitched rotation on the bottom one. But that bottom one is the 'fully optimal, putting both Misery AND the Quake/Flood/Tornado empowerments into the raidbuffs'. If there's no damage for an entire minute or longer (completely possible in the current state of the game, lets be real), it's not actually necessary to prep and fire a Misery, or use my hypothetical new heal and get Quake etc. from it. You could just use more Glares. So how many people are going to bother with all the extra optimization of doing that even when healing isn't actually needed? I doubt some massive amount of players are going to specifically hold the new healing tool, just so they can get one extra Glare worth of damage (all three empowerments add up to only one Glare worth of damage) while ALSO dumping Lilies on healing in such a way they can get Misery into the raidbuffs as well. It's there as 'potential', as 'maybe the epic gamers could pull this off' but I expect that over 90% of players would just use the heal as, well, a heal, and the refund damage is just that, a refund, the thought of 'oh if I do XYZ I can move this inside the raidbuff window' wouldn't even enter most player's brains. Look how many people in Savage, across the whole raiding playerbase, actually do the Dissipation/6 ED dump opener on SCH.