DPS used to actually have to manage a lot of auto-attacks when threat was limited. And then you'd get tanks that would drop survivability for said threat, taxing healers harder but still not a full-burn rotation on either accord.
The fact of the matter is, healing (and DPS) having a lot more to go back to, with restraints, is actually a good fun design. Simplicity and the idea of an "all-in" like it is seems okay but really isn't.