I admit I didn’t explain why I didn’t think it would add meaningful depth very well. For my part the reason why the proposed changes wouldn’t amount to much to me is because at the end of the day you still need to press all 6 and each individual one doesn’t really do much other than add visual flavour to the spells and offer a slight utility. In a sense it’s still the “ifrit problem” just with a few more options. Since it has those few more options is it objectively more complex……..yes. Do I really think that complexity is meaningful in terms of job progression…….not really (no hate against you just explaining my opinion)

That also plays into why I offered the suggested design I did. Once you have picked a primal your rotation for that primal mini phase is set in stone. They are so simple you functionally order their summoning based on their disadvantages. That’s why I offered the alternative I did. Giving each primal different reasons to shorten or extend different parts of their rotation to achieve different things to me is more interesting than adding 3 new primals then organising all 6 functionally based on minor utility optimisation