There has been much MMO blog chatter lately on optimization, “I just want to have fun,” what you owe your team/raid, exploring mechanics, etc. I wish to add 2.5 small postulates, upon which I hope we can agree.
If one option is better than another by a non-negligible margin in all cases or nearly so, it is a poor decision to choose the inferior option, and it is fair to criticize someone for doing so. This is true even if there are role-playing or decorative reasons for the choice. As an extreme example, it is perfectly valid to refuse to group with someone who is role-playing an ascetic mendicant who refuses to use equipment or someone who wants to raid in level 10 equipment because it looks nice.
A corollary is that if one option is clearly superior in the circumstance in question, one that is readily available and has no meaningful drawbacks, you are welcome to criticize someone for choosing the inferior option. Don’t be a jerk about it, but this guy is being a jerk by playing his class with only two buttons and not even the right two buttons.
The second postulate is that it is usually poor game design to have stochastically dominant options over non-idiotic ranges of comparison. If 1 2 1 3 1 4 really is the best damage rotation in 90+% of fights, you have reduced most of the game’s complexity to eight characters. If there is no point at which a Warrior should trade off Strength for Dexterity, even at a 10-to-1 ratio, your attribute system is not terribly interesting. These problems are doubly so if some aspect keeps the stochastic dominance from being apparent, such that someone might not notice the tiny DoT icons which tell you that you should never add numbers other than 1-4 to that rotation.
I have a friend who is a stochastic dominatrix.