This kind of argument isn't good, because this is true in either case. Say SE does as you say and change all 4. Then WHMs, SCHs, ASTs, and SGEs, who don't want higher depth will complain and rightfully so. If we leave things the same, Then WHMs, SCHs, ASTs, and SGEs, who want higher depth will complain and rightfully so. And if we do as I say, WHMs who want higher depth will complain and SCHs, ASTs, and SGEs who don't want higher depth will complain, and all rightfully so.
There is no case where there won't be people complaining - "and rightfully so" - meaning this cannot be used to attack my position and not yours (or not the current status quo). That means you can't use this as a reasonable argument, since it applies to all three cases. Unless we had exact data of which one would have more people complaining (and we don't have such data), all we know is that it's a negative for all three policies, not just one.
Once again - all tanks have a 1-2-3 combo on top of what makes them different: their extra dps.
SE tries to balance Tanks to do around the same damage. They're really bad at this. But it's why WAR was buffed in 6.2 for its damage/burst and why PLD was reworked in 6.3 to shift it into a burst window and make it play more like GNB and WAR. DRK is constantly accused of playing like WAR. The Tank forums are now complaining that all the Tanks are being forced into the same rotation - which they seem to think is bad - and that's kind of against your argument.
Further, tanks have a 1-2-3 combo, usually 2 damage oGCDs, a damage boost button (sometime oGCD sometimes GCD), and a burst button. For example, WAR has Heavy Swing, Maim, Storm's Path. It has a 30 sec upkeep button (Storm's Eye). It has a resource spender (Fell Cleave), and 2 oGCD damage attacks used in single target, its gap closer and Upheaval (which shares a CD with Orogeny, the AOE version, so you can only use one or the other, not both. They could just make them both Orogeny and nothing of value would be lost). It has an oGCD to use for damage every 60 sec (Inner Release), and then it has one big capstone ability Primal Rend. So it has 6 GCD attack buttons. 7 if you include Tomohawk.
Oh, I'll note here some "upgrade" (e.g. Inner Beast to Fell Cleave which becomes Inner Chaos if used after Infuriate), but these are all ONE button, just like Stone 1, Stone 2, Stone 3, Stone 4, Glare, Glare 3 are the same button. The animation changes during combat and the latter two has a mechanics difference, but that's pretty much it. It'd be like if WHM's filler was Glare but it changed to Glare 3 when you used Thin Air or Presence of Mind or something.
How many GCDs does WHM have theoretically used in single-target fights?
Cure 1, Cure 2, Cure 3, Regen, Medica, Medica 2, Afflatus Solace, Afflatus Rapture, Misery, Glare, and Dia. That's 11 GCDs. What's this? WHM has more GCDs than WAR does for single target fights? You can argue you don't often need to use them, but that doesn't remove them from existing. That would be like arguing Tomahawk is like Cure 1, rarely used so not counting.
Well, maybe if we look at ALL the GCDs? WAR has a 1-2 AOE combo, right? And we can count Decimate even though it shares resource with Fell Cleave and if they just made Fell Cleave AOE we wouldn't need the button, but sure. That gets us up to...10. Oh, but then we have to count Holy for WHM, bringing it to 12.
Well, maybe WAR has more oGCDs?
It has Orogeny AND Upheaval (even though they share a CD), Bloodwhetting AND Nascent Flash (even though they also share a CD), Inner Release, Shake It Off, Onslaught, Equilibrium, and Infuriate, Holmgang and Vengeance, and Thrill of Battle. That adds 12. That gets us to 22!
What does WHM have? Lillybell, Aquaveil, Temperance, Plenary Indulgence, Divine Benison, Tetragrammaton, Thin Air, Assize, Asylum, Benediction, and Presence of Mind. That adds 11. That gets us to 22...
But...but...maybe Role Actions? Tanks have 7! That gets WAR to 29. Of course, Healers have 6, which puts WHM at 28.
If you REALLY want to, we can count Defiance, but we'd also need to count Raise.
WHM has both equal to or more GCDs and equal to or more oGCDs than WAR does, despite WAR having a 1-2-3 combo plus change. Maybe the reason WAR needs the combo is because if it didn't have it, it would have fewer buttons than any Job in the game? Without the 1-2, WAR would have fewer buttons than WHM...and also a rather similar rotation of a spam filler + a 30 sec upkeep.
Now, I'm comparing WHM and WAR here because they're the closest equivalents. You might bring up PLD at which point I could bring up SCH and AST and we'd see they have a comparable amount of buttons. So the argument is the same.
The issue isn't that Healers need more buttons. It's that they need more common use cases for their other buttons.
(NOTE: I think I'm missing one for WHM here, because my bars have 32 buttons with LB, Sprint, and Mount right now, but I don't have Repose and everything else is full...so WHM has 30 total, I'm just not sure where I'm missing one. Anyway, point still stands: WAR and WHM currently have more or less the same number of buttons.)
Collectively, you people need to stop telling me what I'm arguing and
ask me what I'm arguing. Because despite me explaining it isn't this multiple times, you guys keep collectively trotting out this strawman over and over so you can beat on it some more. What did the scarecrow ever do to
you? Can you show me on this doll where the strawman touched you?
...never mind I've argued for WHM to get Aero 3 back as an AOE tool, so I haven't argued against it being re-added anyway!
Especially considering that
both old and new players adapted to SB -> Shb changes of AST and Shb -> EW's changes the latter of which I did.
As you all are collectively fond of saying - SB -> ShB changes made Healers easier (the word "braindead" is often used) to play. Adapting to something easier is the opposite of adapting to something harder. This is also not a valid argument for the change you're advocating.