I mean seeing how we have 4 tanks right now, ideally one each would be of the four RPG-y gameplay design archetypes:

* Static rotation
* Proc-based
* Resource-based
* Dynamic branching

Notably usually none of these have no random elements, it's about how much they affect the core rotation. Your ideas would be for the "static rotation" class, because they happen without being meaningful to the main rotation. Which does not feel like an important distinction, but it kinda is. Only the first type ought to have a chance to have any reliable sequencing to what they do, in particular for their core gameplay. The other three kinds do not, respectively having to check which procs they got, how much resource (which is unstable) they generated and how this particular fight asks them to do what at which point.