The central idea of the rogue class has always been, since we aren't GCD locked we can interact with our resources more than classes that have to hit a button every GCD. The problem is we’ve lost a lot of that design with the mindless spamminess of combat and the limited value of envenom pooling. A couple big rogue changes I’ve mentioned a few times before (although possibly not here), abilities used during the envenom buff do an additional X% damage as poison damage, give sub stealth charges that can be used to weave ambushes into the rotation.
The basic goal is to give players choices where using something immediately is the wrong choice and reward careful resource pooling.