If button bloat is such a concern, an entirely optional toggle could be added under the accessibility settings to fold certain combo strings into a single button.
But these changes in 6.1 aren't going to make the job easier to play and more appealing, they're just going to drive people away from the job. Maybe even away from the game entirely. Many players get attached to a single combat job, much like they would in other MMOs where a single character cannot switch between multiple classes. "Just play another DPS" is not always a viable solution.
"Removing variance" by flattening potencies across the board has also resulted in the most powerful skills in SAM's arsenal being reduced to dealing roughly equivalent damage to its basic combos. I was under the impression that the entire point of SAM was to have a straightforward rotation, steadily building resources in its two job gauges and spending them in a spectacular spike of burst damage. Remember when the Kenki-per-Sen value of Hagakure was nerfed because Shinten spam was an unintended playstyle? Shinten spam is back now, so I don't know what problem you think you're solving with these changes.
Is that how you want the job to play? Are you setting us up for the removal of the whole Sen gauge in a future patch, so that the entire rotation is just reduced to filling the Kenki gauge and spending it all on Shinten or Kyuten spam? Is Iaijutsu considered too complicated because it splits into 3 different skills? What is the point of SAM right now, in your minds? What is it you want it to do?
Normally these would sound like asinine and outlandish questions to ask, but given how these changes were touted as improvements for the job, I can't help but wonder if any of it was actually tested by people who like SAM to begin with. It reads more like someone completely unfamiliar with the job is trying to turn it into something else. Whatever that job is, please add it in 7.0 rather than dismantling this one. We liked SAM the way it was.