Because the timers are a skill floor mechanic that only offered to structure the classes formation while being excessively punishing of mistakes. If you follow the history of all the procs and timers on the class, it's very easy to see this. The devs took a structure that existed in ARR and was intended to just have 100% uptime if you had something to attack. Why did they want to do this? Because a major complaint of SMN players was ruin 1 spam. I'd imagine BLM mains complained about fire 1 spam as well. Because the rotation was just fire 1 over and over and over.
If they added fire 4 without forcing a break in the rotation, that is allowing fire 4 to refresh the timer, then they'd replace fire 1 spam with fire 4. So the timer was coopted into a structural component to break up the rotation from what would be 5 fire 4s into 4 fire 4s and 1 fire 1 per AF cycle. They also had to buff the timer duration from 8s to 10s due to netcode and travel time issues (AF didn't reset until the fire 1 contacted the target, so being further away made it worse! This is also when procs....procced. They fixed this in HW IIRC.) And later in the expansion because the class was too easy to mess up, from 10 to 11.
Original eno-chan had a couple really nasty edge cases. The original buff was a 30->25->20s buff that refreshed duration in descending fashion as you cast blizzard 4, on 1 minute cooldown. One fight, Nidhogg EX, had a very nasty trap in it where if you refreshed eno-chan, the boss would jump, eno-chan would wear off before you could refresh it, and you were stuck fire 1 spamming, again. This is where umbral hearts was first made.
Moving to stormblood, eno-chan was semi-permanent but had a 1m cooldown and required a button press for what is functionally a passive now, polyglot is now tied to eno-chan and if you lost timers, you lost eno-chan, and lost polyglot. They changed it from 4 fire 4s to 6 per cycle, 8 with manafont. But because of having more fire 4s, they had to, of course, increase the timer duration. The goal was to structure the rotation, not to add difficulty to it. So they bumped it from 11 to 12, and shortly after to 13.
As ShB swings around, I can't quite remember what they did to eno-chan, maybe just made it a 30s cooldown. But because they added despair, BLMs needed space to cast despair, a seventh fire 4. So, of course, AF timers bump from 13 to 15, which it would keep until their eventual removal. This is where hypermeme and transpose tech comes in. Transpose tech hadn't existed at all between ARR and ShB until they buffed the duration of firestarter in ShB.
EW comes in, the devs made the 'difficult' decision of making a semi-permanent passive actually just always active in AF/UI, and more importantly, added Paradox. A button you always wanted to press because it did more raw DPS than fire 4. At this point, paradox was doing the job of the timers, but the timers were still there.
Going into DT, the final change before removing timers was to make players desire to cast 6 fire 4s. Which came in the form of flare star. This is a direct and targeted nuclear strike against what the devs never wanted players doing. Things like hypermeme where you completely ignore blizzard 4 and just do 4 fire 4s or w/e and swap back. Now, with all pretense removed and other sources of structure, timers were just a completely redundant skill floor to structure a class that now has other things structuring it. Doubly so when the nuclear strike against hypermeme and other rotations like it is at risk from minor misplays in a class that can easily spend 4 xenoglossies in a row (5 on ex4!) and risk losing timers.
That is why timers were removed.
Procs are much the same. The only difference is sharpcast was added while BLM was kinda/sorta a proc mage, but were added in the same expansion that removed it being a proc mage. The timers weren't long enough to justify sharpcast for transpose tech until ShB or EW, and most BLMs used it for fire 1 for a safety firestarter, which was always used in AF3 because you couldn't loop it to transpose tech. The original transpose tech being a fire 1 that procced after you started casting blizzard 3, so you were in UI, were refreshing thunder 1, maybe a blizzard 1 (definitely with transpose tech) and transpose-firestarter'd to get back in and reclaim some of the lost damage.
The buff numbers are weird, but by the time EW rolled around, thundercloud was a ~68% proc rate, firestarter a 40%, and sharpcast was a button that could obviously press itself. So they got rid of it. While the loss of original thundercloud is somewhat sad, the end result is a streamlined class that doesn't press a button that I'd rather just pressed itself.
None of this is strictly because of simplification. BLM itself is a class best described as a comedy of errors. Lazy dev decisions (not faulting them, it just is lazy,) an inability to fix what isn't broken but is slightly leaky and a bit of a mess, and a desire to structure the rotation are why timers existed the way they did, and why removing them is only good for the class. At least if this wasn't dawntrail and fight design wasn't a nightmare for casters to begin with, but that's another topic.
TL;DR: Timers were always intended as a structural component, not a difficulty component. Any flexibility they offered beyond where you placed fire 1s was completely unintended, and now with other structural components in place, the timers were more harmful than good to the class. It's not a simplification, it's a skill floor drop and a cleanup. There's just as much ceiling now as before, with regards to rotation pacing. The cast time reduction is the real simplification. For most skilled BLM players, the timers were a nuisance at best, and a major source of anxiety at worst. Good riddance to bad rubbish, may the timers rot in hell.



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