I still think combos should only exist on jobs that have some fluidy/mesh with them (monk is a prime example. I'd never ask to remove monk combos because the monk job IS its combos). What I'd rather have are more choices on spenders. If you spent less time having to build resources (in a combo) and could spend more time making intelligent decisions on what to use with said resource then the 1-2-3 in jobs like RPR would feel less like deadair time.

I am two drinks in, but monk has combos that feel like they should be there while jobs like RPR have combos because they didn't know how else to fill the space between your spenders.