So I have thought about this a bit more, and I can honestly say that I have actually changed my own opinion on the topic. To start out, I will re-iterate that I am not a fan of a limited action set, but at the same time the reason why I do not agree with it is because of the way it is advertised. In almost every devspeak we hear the same exact quote, " And thanks to the limited actions set, you can build out your character however you want." This never set well with me, because it skirted the fact that you could also build out your character however you wanted to without a limited action set. So I think it was the catch phrase more then the actual LAS in general that caused me the most grief. So there are two things about the limited action set that are true, and they contradict themselves in nature. Fact one is that limited actions sets create depth in game play because they force meta style choices for each encounter. Fact two is that limited action sets reduce depth in game play because they restrict the player in their choices in each given fight. These are two things that are both true about this system, and I find that a majority of the arguments are willing to accept one side and not the other. Now where I have changed in my own thought process over it though is if the limited action sets creates one thing in the game. This thing is of course balance. I am fine with a LAS if the main goal is not to actually limit the ability to do everything, but is instead used as a balancing feature in order to provide a more diverse skill set within each class. This occurred to me when I got into a conversation recently about the old WoW talent systems. In the original system we were given the ability to choose certain talents, but some talents were gated behind other talents. Also we could cross class as much as we wanted to in hybrid situations. Blizzard decided that the best way to balance this, after several iterations, is instead that you choose your spec and are given everything that the class offers. They then gave less meaningful decisions for the talent system. I am a huge proponent of the old Blizzard Talent system. Although I never had to choose every talent in the tree that I went into, I chose the talents that not only fit my character the most, but I also had to make meaningful choices that helped to define my class. Now over time with the first system the choices felt less meaningful, as when I hit BIS in BC there was a min/maxed build out that I pretty much felt the need to use with maybe a 3 skill differential on flavor skills. This is not something I chose though because I felt I had to. It was something that I chose to do because the content that we were pushing were necessary. If I compare it to WoW, then the LAS is like WoW's original talent system. You may not be able to have everything, but you can build the talent system in a way to help build your character in a way that you need to. For theory crafting it can get even more exciting. Maybe I need to change my opener now because my gear / skills allow me create higher threat / dps / healing with a different builder. Obviously the LAS would not disallow anyone from making this decision based on a skill, but at the same time they would be less willing to nerf an ability if everyone can not have the same access to it at the same effectiveness. Just my 2.... actually like 10 cents. edit: I will give an MMO example of what I mean when I say it can help to create balance. If you take the rogue in wow, then one of the large complaints from people is the stun lock. I am ok if a stalker has 3 stuns in this game if taking 3 stuns means they have to gimp their characters chance at having the highest amount of burst damage.