We don't need 'a lot more DPS abilities', I think, just 2 or 3 more would work fine if there was some interplay which made them interesting. Monk in WOW has like 3 abilities to use for it's damage rotation, but they play into each other very well. Tiger Palm gives a stack, which increases the number of times Blackout Kick strikes. Blackout Kick reduces the 10sec CD of Rising Sun Kick by 1sec per strike. Rising Sun Kick is the big hitting ability, and with certain talents, can extend the duration of the monk's HOTs. Blackout Kick also can be talented to restore mana, a certain talent can be taken to give a CD which summons a very fast crane friend called Chi-Ji, who heals 3 people each time you use Rising Sun Kick, and gives a stack that reduces the cast time of your very strong HOT (which also increases healing received from all sources as a side effect) by 33%. 3 stacks makes that cast time instant, so DPSing allows you to seamlessly weave between doing damage and healing, all with just three DPS buttons.

Also, Shaman has what, Flame Shock, Lightning Bolt, Lava Burst? And when Flame Shock ticks crit, it gives a Lava Burst charge (stacks to 2), and Lava Burst is guaranteed to crit on targets that have the Flame Shock DOT on them. Probably the simplest interaction imaginable, still more than what we've got in terms of how our kits interact with themselves. Holy Paladin generates Holy Power (think aetherflow, but it stacks to 5 and spells cost 3) by either healing it's 'Beacon' marked player (Synastry but actually useful) or by hitting the enemy with it's damage skills, some of which are melee. Now that we have basically 100% melee uptime on the bosses in FF, is there actually any reason we couldn't have a melee healer?

And don't get me started on Discipline Priest and how it works with 'deal damage to cause healing' because it just makes me sad how much of a missed mark Sage really is