This is a bit of a rant. So points will be all over the place.
Raids remind me of old NES platformers and scrolling shoot'them ups. Heavy reliance on memorizing the layout of the level and attacking patterns of the enemies. Such gameplay is frequently "unfair", with a lot of "WTF was that?1!" moments that punish players for not being psychic, where the only way to win is by trial and error.
In contrast we have games, e.g. Mario, that do their best to gently introduce combat mechanics then slowly ramp up their use, increasing the difficulty.
That fact that we use terms like "rotation" to describe what players do during a fight say quite a lot about the nature of MMO PVE combat.
Does Street Fighter have a "rotation"? Combos sure, but those are more like "rules of thumb" than "gospel".
From what I have seen, the game is more "seat of the pants" decision making, where players react to their environment/to challenges and dealing with them as they come - which also contrasts with the "memorize your way to success" gameplay of MMOs.
"Burst must be high or players will never die."
This is something Blizzard has said quite a few times in one way or any other.
I think the root of the problem is,
Heals are OPed. Heals can erase "progress".
Huge HP pools relative to damage output, ensuring all players involved have a chance to throw a few punches - you know, play the game - before the whole thing is over.
Heals must be weaker than damage, such that "in the long run" it slows the depletion of HP pools and not "reverse" the depletion - or the fight would never end.
This is kind of the way fighting games work. Relative huge HP pools v.s. Damage throughput. No healing whatsoever.
The alternative is to have heavy amount of CC to keep damage/heals under control to weaken them v.s. HP pools/damage throughput. Nearly the same "result" but can't say heavy CC is fun for players on the receiving end.
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