You don't need a damage meter mid-fight to know if your group is meeting the DPS requirements. Its very easy to see if a monster's HP is dropping fast enough to avoid a certain mechanic. It is a timing factor, not a damage meter factor. I think we all know the goal is to do as much damage as possible in the allotted time and you normally do more damage the longer you stay on your feet. Completing the goal is more important than beating your ally in damage.
Taking risks is only going to increase your party's overall damage if you actually survive the risk. Doing stupid things like using a weaponskill just before Ifrit uses one of his weaponskills is only going to pay off if you get lucky and he doesn't use Eruption. Trying to burn down the twins in Garuda before correctly positioning them because you are 3rd on damage might let you beat the other DD, but it could also get your group killed.
My point is, people tend to play smarter and more efficiently when see that the group is progressing, no matter who is doing the most damage. This is why I like having the damage meter in the background, it lets people focus during the encounter and stress about numbers after.
WoW is an unattractive game to begin with, at least if you are the kind of person who prefers realistic graphic styles. I know I enjoyed the gameplay for awhile but I never, even as a mere thought, complemented it on its graphics.