I would like to add my voice to this. I greatly enjoy Viper in it's current state- directional requirements and busyness included. Please don't change the busyness! It's what makes Viper fun. Also, the positionals are not hard to manage around. I've found a way to help me learn them until I have it memorized that works well, so I hope others can find the same way. These aren't aspects of Viper that should be changed.

If anything, the only aspects that could use adjustment are in Dreadwinder and Pit of Dread- but not those actions specifically. Instead, I'd rather change the gauge increase being on Hunter's/Swiftskin's Coil and Hunter's/Swiftskin's Den to it being on the initial actions of Dreadwinder or Pit of Dread- in any situation where you can't complete both follow-up actions, you end up with only 5 gauge, and that feels awkward. This issue is mostly common in dungeons so far.

The other aspect I'd like adjusted is an increased range on Twinfang and Twinblood actions. Using Dreadwinder actions while doing mechanics can sometimes force me to move out of range, but the tightness of the GCD with Hunter's/Swiftskin's Coil means in that situation, I have to let my GCD rest while i finish up the oGCD actions, which could be solved by having a slightly increased range on them, similar to GNB's Hypervelocity. This issue is mostly common in trials.

The above two points are what I would like addressed, but I still firmly believe the busyness of the job and the use of directional requirements actually adds enjoyable complexity to the job and makes it engaging. Those aspects of Viper should not be adjusted.