This 100%. I also end up preferring the term depth over complexity whenever we talk about how hard a job is. A deep job is one that has many levels too it, so it can be enjoyed by those who only have a surface understanding of it as well as those who dive as far down as they can go, while complex sounds like it's hard for the sake of being hard. You can have jobs that are incredibly simple but have lots of depth, and complex jobs that have no depth and end up incredibly rigid in how you're supposed to play them. More complexity can have the potential for more depth, but you also hurt the surface level enjoyment if you start making it too complex.
Anyway, when talking about intuitive vs counter-intuitive, that's why I don't mind the loss of fairy abilities when under Dissipation; the fairy has its own abilities apart from me, and so I intuit that I lose those abilities when I lose the fairy. The same was also true when Carbuncle was the source of the raid buff rather than the SMN; make sure to get it out before you summon Bahamut because that's a Carbuncle ability, not a Bahamut ability.
If anything, SMN needs more of that, even if we don't want it to be the raid buff; Carbuncle-assaults that it has to manage before you go into your primal and demi summons, shields and utility to give to the party, etc.
One thing I find kinda unintuitive is Requiescat affecting all of PLDs spells despite the fact you only ever want to use it on the Confiteor combo; you're taught at level 68-80 to use it on Holy Spirit, with emergency uses of Clemency in the process, then by 90 you never want to use it on Holy Spirit again and Clemency is more punishing as an emergency heal in the process. I find old Requiescat more intuitive to work with; all spells are affected, Confiteor consumes all remaining stacks.
Also I feel like Divine Might would be more intuitive if it also affected Clemency. Yeah I know we complain about how much the non-healers heal at the moment, but Clemency is one of the few non-healer heals that's actually somewhat well designed since it has a big tradeoff in damage and a high MP cost. I can see the argument that it would affect when you can comfortably heal without affecting your rotation too much, but if you have to rely on Clemency, your rotation should be secondary anyway.
The biggest problem with Lucid and MP management in general at the moment is the lack of the whole "management" part. Managing resources is only interesting when you have competing options. Imagine if Lucid was instead a lily spell on WHM; do you use the lily on Lucid now to keep up your damage rotation (lol) or do you hold on to it in case you have to use it on a heal? Messing up this decision can cost you damage if you had to use Cure II, or leave you dry over time. The more scripted encounters makes this something we can plan for, but it's at least something more interesting than a standard cooldown.
Bring back MP restoration on Energy Drain Square.