I agree with most of your assessment, indeed, why bother with most things, it's just fluff. People like some things, others like something else. Not everyone can be pleased with a single answer. Which brings us back to the original point, Goring Blade. How it interacts and impacts the structure of a rotation. Goring Blade as a gcd/ogcd/combo variants all determine what structure will be formed or worked around to fit it in. 6.3 Pld is a text book abstract concept that does the minimal needed to achieve it's goals. It has a 1 60s burst, 1 60s gcd, 2 30s ogcds, 1 ogcd that stockpiles, 1 basic combo that gives buffs, multiple single use skills that use each buff. Individual concepts that do not clash because each is designed for only one purpose. If you were only presented with 6.3 Pld without ever knowing what 6.2 Pld and earlier iterations were like, new ideas presented would be very limited resulting in ideas that go along with what you have posted. From that standpoint, Goring Blade as a combo would be a new idea. However, simply introducing Goring Blade with a combo concept requires imagination into how it would create such a structure. You have to create a mess to bake a cake. Just because an idea didn't work, doesn't mean it couldn't work. Taking one step with an idea, testing, going back one step, and taking another step in a different direction is essentially like driving a boat with an anchor deployed. The solutions may be beyond the horizon, which would require taking a step, testing, taking another step forward, with more testing and steps, til you reach a point where you can no longer take a step, at which point you can look at what you have and see where it can be simplified or consolidated and compare to the original.
Take Shield Bash for example, it breaks combos, does little damage, drifts your rotation if used, and serves little to no use in a raid setting. A basic solution is heavy damage gcd, moving it to ogcd, or adding "This weaponskill does not share a recast timer with any other actions.". Going beyond 1 step, you go into combo variations, which the next step is make it combo into everything, and I mean everything, that includes Riot Blade, Prominence, the Confiteor Combo Actions, and all ogcds. You have a mess, too much complexity if you will, with not much more you can do aside from adding buff interactions with an even bigger mess at this current step. You compare to the original and see how things interact.
From the moment this concept is introduced, you see issues.
[Fast Blade][Riot Blade][Royal Authority]
[Shield Bash][Riot Blade][Royal Authority]
This goes back to your earlier point using a new example. Fast Blade and Shield Bash are fighting for a spot. Why do Shield Bash at all if Fast Blade does more damage, it's just a potency loss. An argument is made, you don't do it for damage, however, in a raid setting, all this would serve is a niche, because people prioritize damage above all else. This specific instance is needless complexity for the sake of complexity, which serves no purpose than to shoehorn it in. If you try to make Shield Bash do the same damage, then you create a new conflict which invalidates the purpose of Fast Blade because it has no stun. Just because Shield Bash as a combo concept didn't work, doesn't mean it couldn't work. Conceptually, if two actions do the same damage, they each need to have their own effects or interactions. This is why I'm okay with having Royal Authority giving 3 Sword Oath and 1 Divine Might and with Atonement giving 2 Sword Oath and 2 Divine Might, because concept wise they are not the same.
Back to Goring Blade, making a mess lets you see things like [Shield Bash][Goring Blade], or wild notions like Goring Blade consuming Sword Oath 1/2/3, Divine Might, even Requiescat. Whether any of these ideas will work or not, means you have to consider the old and new structures that would utilize it. Like Divine Might from Royal Authority, how you arrive to Divine Might changes on where you took your first step. For me, this concept was designed from a Clemency and Divine Veil standpoint to make it dps neutral. I just called it Divine Oath cause Shield Oath and Sword Oath while taking Divine from Divine Veil and it could easily have been called Holy Oath because of Holy Spirit and Holy Circle although it would look weird putting Holy Oath inside of Divine Veil from a name perspective as part of interactions. It would be combined with Requiescat to make Clemency dps neutral if you use a Requiescat stack for instant cast, and with extra Divine Might, it allows to make a bigger burst because Requiescat was not doing enough damage, when looking at burst ratios, Atonement and Holy Spirit balance, and taking downtime into consideration. It had me look at Atonement in general to try to generate more Divine Might from the rotation, because I was associating Atonement and Divine Oath by name meanings, and attempting to give 1/2/3 Divine Might in various forms, because 3 Divine Might was not enough for a full Requiescat burst, which led to making an Atonement combo to compensate before leading to 2 Sword Oath and 2 Divine Might once new ideas about Royal Authority and Goring Blade giving Divine Might came to mind. At the time, Confiteor Blade Combo couldn't be put in Requiescat without ending Requiescat early, which also made me look at how Requiescat works in general. And by messing with Atonement as a combo, it led to me looking at what the purpose of Sword Oath was to begin with, thinking if it's just to make your next three physical gcd do same damage, why not other skills and enhancing other concepts in the works. Look at Pld 6.3 filler average potency, you would not arrive to this concept without having Divine Might in the first place, and requires the concept of Sword Oath making your physical basic combos do the same damage per gcd. Divine Might is essentially playing the role of Sword Oath buffing Fast Blade and Riot Blade to 350 potency, which means concept wise, if they add any potency to filler, it will have to be added to Fast Blade, Riot Blade, Royal Authority, Atonement, Holy Spirit, and Divine Might Holy Spirit to keep balance. And by that same concept, if you lower the amount of Atonement stacks given, you have to reduce Divine Might Holy Spirit potency to average 350 again. This goes beyond just seeing a flashy animation or high apm to feel like you are doing something.
Using the numbers you mentioned:
Total = (6600 + 2130 + 2130 + 200 + 280) = 11340
Burst = 6600
Filler = 4740
(6600 / 4740) = 1.3924....... or, in other words, the Burst potency is just less than 40% higher than the filler potency.
Up to here is correct, however, it is a miscalculation in not comparing Burst and Filler as a whole.
Burst as a % of Total: (6600/11340) = 0.582 = 58.2%
Filler as a % of Total: (4740/11340) = 0.418 = 41.8%
Which shows the burst is even higher than my rough estimate. Let's try another comparison with simple numbers.
Total = (5000+5000) = 10000
Burst = 5000
Filler = 5000
Burst as a % of Total: (5000/10000) = 0.5 = 50.0%
Filler as a % of Total: (5000/10000) = 0.5 = 50.0%
If burst and filler do the same damage, this leads to notions of what was the point, looks boring to me, why have buffs at all, etc. Determining what is a burst and what is a filler comes back to the definition of a burst, a period of higher damage. But if burst and filler do equal damage, how do you know what is or isn't a burst. This would have to bring up damage to gcd ratios from a rotation as a whole.
Comparisons with 24 gcd:
Burst of 50% of Total damage using 1 gcd = 1 / 24 = 0.042 = 4.2% of rotation (50% / 1 gcd = 50% per gcd)
Filler of 50% of Total damage using 23 gcd = 23 / 24 = 0.968 = 96.8% of rotation (50% / 23 gcd = 2.17% per gcd)
When you see you do 50% of you entire damage with a smaller number of gcds, that means you have a higher period of damage. And by that same definition, doing 50% of your entire damage using a larger number of gcds, means you have a period of lower damage. Both, the amount of damage and the gcds to create it, are required when determining where potencies need to be adjusted for balance purposes as a whole with job and encounter design.
New comparisons with 6.3 Pld:
Burst of 58.2% of Total damage using 8 gcd = 8 / 24 = 0.333 = 33.3% of rotation (58.2% / 8 gcd = 7.28% per gcd)
Filler of 41.8% of Total damage using 16 gcd = 16 / 24 = 0.667 = 66.7% of rotation (41.8% / 16 gcd = 2.61% per gcd)
Ideal comparison of a text book Pld:
Burst of 40.0% of Total damage using 5 gcd = 5 / 24 = 0.208 = 20.8% of rotation (40.0% / 5 gcd = 8.00% per gcd)
Burst of 40.0% of Total damage using 10 gcd = 10 / 24 = 0.417 = 41.7% of rotation (40.0% / 10 gcd = 4.00% per gcd)
Filler of 20.0% of Total damage using 9 gcd = 9 / 24 = 0.375 = 37.5% of rotation (20.0% / 9 gcd = 2.22% per gcd)
If you do another comparison between the two:
Ideal using only 8 gcd = 8.0% x 5 + 4.0% x 3 = 52.0% vs 58.2% of 6.3 Pld
With 8 gcds, the ideal at 52% is very close to 50% parity with damage, so lets compare with that. Which, you can say, is mimicing a raid setting.
50.0% of Total damage using 8 gcd = 8 / 24 = 0.333 = 33.3% of rotation (50.0% / 8 gcd = 6.250% per gcd)
50.0% of Total damage using 16 gcd = 16 / 24 = 0.667 = 66.7% of rotation (50.0% / 16 gcd = 3.125% per gcd)
From here, you can already see a pattern with % as a per gcd. Each higher plateau is almost if not double the lower one. This is a reflection of an ideal balance. So once you start going past 40% with a limit of a single burst, you end up with 4 paradigms.
Paladin: Heavy reliance on high potency gcd causing massive crit variance.
Warrior: Medium gcds with auto crit.
Gunbreaker: Lots and lots of medium and low gcd and ogcd resulting in high apm.
Dark Knight: Heavy reliance on ogcd.

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