It's entirely possible to differentiate between simplifications that remove clunk and simplifications which make jobs more boring in ways that are more nuanced than "it's just the difference between you liking it or not".

Simplification just to make things as failproof as possible are frequently -bad- simplifications. Simplification which removes gamey, arbitrary lockouts that don't add to engagement is usually good. Conversely, adding noninteractive cruft like a press-on-cooldown oGCD that has no further point is bad complexity. Additions which add to a job's flow, create choice, or allow more interaction with an encounter are usually good.