And the easiest way to show how bad a path that logic follows, is to just ask the opposite. Let's say you're right, what IS the difference between 111111 and 123123? Then the question is: Why do healers get the former, but tanks and DPS are given the latter? Given there's 'no difference in complexity really' between the two, why do DPS not all have 11111 as their rotation, like healers? Why do Tanks get to have new buttons like Confiteor, Primal Rend or Double Down each expansion? Surely for a DPS, just pressing True Thrust or Hakaze over and over is all they need, with the correct balance applied? Or for Tanks, all they really need is Heavy Swing, Overpower for AOE, and Tomahawk for picking up adds from range, right?
But we have been through that particular point a million times already, to the point where there really ought to be an FAQ of the most debunked points somewhere. We don't actually think Tanks and DPS should have their gameplay rendered so bland. We just want to know why Healers are subject to the decision, when they are equally 'not DPS' as another role who DOES have such gameplay (Tanks). If we had something akin to WAR for healers, but a little more simplified, then these complaints wouldn't be happening in such numbers. Consider WAR, you have Eye combo to maintain a buff, Path combo for filler, a 0-100 gauge that you can spend on a big hit (Fell Cleave), a move to generate 50 gauge (Infuriate), a 60s burst move for '3 gauge spenders for free, plus a big hit too (Primal Rend)', an OGCD (Upheaval), and a 3 charge OGCD (Onslaught). If you remove the 1-2 part of the combos, Eye is like Dia, and Path is like Glare on WHM. From there, what else do we have as WHM that compares? Orogeny, the AOE version of Upheaval, could be likened to Assize, but it's 30s to Assize's 40. POM, our burst window move, is 2min compared to WAR's 1min. Beyond that, there's not really anything else.
That's why I suggested what I did before. The addition of a 0-100 gauge on WHM would add all this extra design space for new moves, like an Infuriate analogue, or the healing move and it's linked 'damage refunds' of Quake, Tornado, Flood, being 'sorta kinda' similar to IR, 3 Fell Cleaves (given that the gauge build rate I had worked out to about 60 gauge per minute, allowing one use per minute roughly in single target).
Btw, I've yet to see a single person who's suggested a healer rework in the healer section of the forums, suggest a hard 1-2-3 combo as part of their idea (hard being 'you must use 1 2 3 in that order, without anything in between that would break the combo'). Usually it's 'soft combos', incentivized by some buff or another that makes a certain order more desirable to use. EG, if you have Glare increase the potency of your next Holy by 30% per stack, then at 4 stacks, Holy becomes a gain over another Glare, making a 'soft combo' of 4 Glares, then a Holy. You could safely interrupt the 4 Glare building phase with a heal, and retain the stacks. Alternatively, the most common thing I've seen (partially because it's what I go with) is to not have combos at all, instead making the 'rotation' based on priority system, more akin to something like BRD or RDM. Where BRD is (at it's absolute simplest) 'Is your DOT up? If no, use it/refresh it, if yes... Is Refulgent procced? If yes, use it, if not use Burst Shot', I would have healers be something like (WHM for example here) 'Is Dia up? If no, use it. If yes, is Banish on CD? If no (it's ready to use), use it. If it's on CD, use Glare'. If you need to heal, you heal, and then go back to the priority system. For example, lets say you need to use Banish, but you need to heal in that GCD. So you would heal, and keep the team alive (as is your role requirement as a healer). Then, you go 'OK damage time' again, but oops, because you had to heal, Dia fell off. So now, you use Dia (because it's higher priority), then Banish, then Glare again. No messing about with combos is needed, we can keep the damage rotation pretty simple to understand without it being 'boring to execute' by just having a few (in this case, two) short CD GCDs. I used Dia at 12s and Banish at 15s as examples. The fact that the two do not have a neatly aligning timer means that you can't just go BDGGGGBDGGGG for the whole fight. If both were 15s, it wouldn't solve much of anything. The fact that the two would drift about within your rotation (in relation to one another, not to your GCD) is what would give it executional depth (or at least, more than it currently has).
This is a video of the idea, of a 12s Dia and 15s Banish, in action. Well, kind of, I had to take creative liberties with the tools available. So it means 'manually refresh Dia at 18s left' and 'use this one Lost Action in Bozja, using the instance timer to track it's 15s CD since the Lost Action itself doesn't have a CD'. And it has a cast time, whereas my version of Banish would be instant (allowing WHM more mobility, and therefore more casual friendly). Regardless, I would hope that, just off of this video demonstration, it's apparent the difference between our current rotation, and what a small change like what I have suggested, could do for our gameplay.