I suppose where we disagree is whether a job would be capable of diving in, comboing/killing, and then escaping all in a three second window or not. I personally doubt such a length of time would give any job enough time to zoom away after the fact, and they'd in fact be left fairly vulnerable which is where the individual risk vs. reward element comes into play. If a competent melee player needs to save guard and purify to guarantee their survival, then having to burn one of those offensively would surely create a window of opportunity to kill them, no? Especially if you position in such a way that their commitment separates them from their team and denies them backup.

I don't intend to belabor the point though; I'm fully willing to concede that you could be right and know better than I do. We just don't know how these things would actually shake out in application, and we could be here all day talking hypothetical.

What I can agree with you on with absolute certainty is that the button could stand to be much more responsive. Half of the reason I even suggest the 'mini-Purify' on non-debuff press is to address the fringe cases where bad netcode makes your usage register after a debuff has already fallen off, resulting in a complete waste. Giving Purify some extra charity via a lessened-but-guaranteed effect would alleviate the issue without detracting too much from its intended usage; it just also happens to open the whole "offensive Purify" can of worms since that would be a natural byproduct of such a band-aid. If SE addressed the netcode or made Purify apply faster, that'd be great and I'd be completely satisfied with Purify in its current form. But knowing SE's track record with netcode related issues, I'm not holding my breath.