I guess I just don't get the desire in general for continued evolution of damage dealing on a non-damage dealing class, especially since I liked the DPS Jobs before they had their "evolutions", most of them I honestly prefer the old versions of them, which had a lot less "just here for the sake of it" type stuff, so I don't see those as positives. For example, I liked NIN better before Ninki, which seems to be a gauge there just to introduce something else to juggle for no reason other than to just have something else to juggle. (Like, seriously, instead of that, just make Ninjutsu 15 sec CD and the Job would be better, numbers adjusted for the change in burst aside, and for the life of me, I'm not sure who thought they needed a stinger attack on Raiju but that had to be used before any other ability or weaponskills...like...WHY??)
Part of it definitely comes down to player preference, and I don't just mean in "simple vs complex", but also type of rotation. People like pointing to Melee, which is why I started a thread about rotations that no one seems interested in touching, so I'll just talk about it here instead, I guess. /shrug Melee all have different formats of rotation (though all based on the core "combo" system, with MNK being the one to most stretch it). Within this framework, there are five variations, each with a different level of rigidity. DRG is extremely rigid, for example, while the opposite end of the spectrum is...I dunno, RPR maybe? RPR has this weird "rigid but/or flexible" thing going. I don't think any of the Melee have a proc system, though, unless RPR does (since I haven't touched it). The rest aren't all rigid, but they're planned. Like abilities give the exact same amount of gauge ever time, etc. It's like how PLD technically has a "proc" after Royal Authority combos (two, in fact), but they happen with 100% certainty every time (empowering a damage spell cast and granting three stacks of Atonement), so there's no randomness.
To wit, some people like randomness. DNC, for example, as you said before, I'd hate, but people like you love because it requires constant adjustment. That's not really a matter of complexity as much as it is some people prefer rote and others...well, not. I actually am kinda in the middle in the sense that I like having a baseline pattern, but one that is flexible and allows moving around pieces of it. It's why I like post-6.3 PLD and why I like SMN. It's not the "braindead", it's that both have a "set" rotation, but the pieces of the rotation can be moved around. PLD vs GNB is a good example of this, since GNB is on a rigid schedule with a set rotation within that schedule vs PLD which has a set rotation, but where you put your Holy Spirits is kind of up to you and can be anywhere from the GCD after Royal to after the 1st Atonement, the 2nd, the 3rd, the next Fast Blade or the next Riot Blade. Even the burst phase is "Use Goring, Confetior combo, and then '3 other GCDs, 1 of which should be an empowered Holy Spirit'". The "optimal" rotation is to use FoF/Req whenever they come up, no matter where in the combo you are, and just roll with it. While the rotation is static, it has pieces that can be moved around within that static framework. But unlike something with random procs to it, the rotation itself is always the same. Contrast if the buffed Holy Spirit proc had a 25% chance from procing off of any of the Riot Blade + Atonement 6 GCD strikes, such that you'd get random uses of it. I wouldn't care much for that, but some people might. WAR is vaguely like that (just barely) in the sense of the Beast Gauge spenders knocking some off the Infuriate CD. While that's still pretty set, the it does change when Infuriate comes up, making a slightly moving target. (Best example I could think of since the Tanks don't really...have...a proc based representative.)
I don't think Casters actually have a GNB/DRG representative of rigid rotation, since BLM has procs to react to, RDM does as well, and SMN is like PLD with a set overall rotation whose pieces can be moved around.
This is probably also part of why I dislike DoTs in general - as they CAN'T be moved around, they're either up or they're down, and you refresh them on their duration, not before outside of situational circumstances - and even when they are tied into the Job, it's generally just to make it into a proc system - which I dislike even more.
The only time I don't mind them is when they're things like Sonic Break or Circle of Scorn, where I just treat them as a damage ability with a CD instead since...that's how they're used anyway. Like I wouldn't mind WHM having an 18 and 24 sec DOT if the way they worked were having 18 and 24 sec CDs as well. Then I'd just treat them like pseudo-Plegma/Assize type abilities and be done with them, which isn't great, but is at least not as annoying as the current system with the game's UI that makes seeing when they fell off completely obnoxious.
I don't find "the shorter DoT timers and being required to manage them" engaging. I find it tedious and annoying.