An ideal rotation is hardly any better than no rotation at all. Either way, it's just busy work. You're not figuring anything out or improving your skills, at least one of which is basically required to have compelling gameplay. Not to say that the world/story won't help compensate, but anytime someone suggests that there's an ideal rotation, I pretty much resign myself to the gameplay being irreparably boring.
You've got two major problems with your logic.
First, we have one ideal rotation at level 35. This ceases to be the case when Dragoon comes into focus as we've already confirmed a secondary damage attack rotation. So a rotation for one fight may not be the idea for another.
Second, you're forgetting your opponent. Having an 'idea' rotation does not mean you will always be able to use it, depending on the context of the fight. There may be situations in which you have to compromise your ideal damage for survivability, or that your ideal angle simply isn't accessible full time. At that point, you have to refigure your aproach, and often on the fly.
Having an idea rotation does not mean it eliminates all thought process. It simply gives you a goal to try to achieve through the obstacles in the fight.
Yes, there is adjustments that are needed within the characters themselves. But the majority of the whining on the Beta forums stem from a lack of understanding of the mechanics, not the mechanics being stale themselves. Out of all of them, Lancer's mechanics were the best realized, especially at level 35. Edited, Jun 13th 2013 7:46pm by Hyrist