Something like Destiny raiding is creating the obstacle of "solve this puzzle under fire," and that's more or less what high tier raiding tries to do as well, but those fights also resolve with DPS once mechanics are a more solved issue.
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Even in turn based systems, you're still frequently trying to just output number. Something actiony like Devil May Cry creates incentive to avoid damage races through ranking based on style.

But since there isn't much stylistic expression in GCDs, and since MMO players Optimize, that's not a fix.
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Like look to endgame Gacha as an example- because Gacha and MMOs both focus largely on grind. There's variation in playstyle largely because the actual tangible resources players have are different due to randomization, but there's still a focus on optimization of content that has to be repeated.
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