Its better if an encounter has 4 mechanics only that do matter, than 11 where you can ignore most -or- they get trivialized with addons, macros, ui optimizations.
If the visual readibilty of an encounter is bad, people that dont know how to deal with it, wont get any better over time. Thats something we saw a lot in NT where raid teams had to brute force/combat rez through overgeared/-nerfed raids.
If the visual language is there people will eventually get the execution of the mechanics right at some point. OFC everyone "at their pace". While team A may take 3 tries, team B may take 50 and team C 300 tries.