Eh, if buttons are being neglected then I think we should have more mechanical reasons to press them rather than having to artificially increase their useage by cramming even more into a burst phase to meet some kind of button-press-quota.

Situational skills can be fun if we're allowed to be placed in situations that aren't "just do your rotation at it".
Like for the underused ranged abilities, you can have an object tethered to a person that constantly approaches them. If the tether gets too short, they start taking increasing damage based on proximity. It takes no damage, but gets knocked back on hit from the person it has tethered. It has to be "kicked" into a "goal" to be dispelled. Boom, a reason for a melee character to use their little ranged plink button