I'm assuming this was more or less directed at me since I'm the only person who actually discussed them at length:
Why would you still use individual gear macros?
Beyond the whole deal about it clearly being against SE's rules?
PARA | SLOW | PARA2 | SLOW2 | MND | MACC | SLNC | Dispel | Bio | Dia
^ My original default CTRL tray(recently changed to place emphasis on nukes among other things); With only three macros total I am able to focus on a mostly/pure MND output for my spells OR mostly/pure M.Acc output for them on the fly, without:
-Breaking SE's rules
-Having to figure out Windower macros
-Having to even download Windower to begin with, necessarily
-Having to type anything in Windower console or however it works(I have never had to actually look into the plugin)
It had a downside in that I was limited to 11 slots, 5 of which had to be shared between Potency and M.Accuracy, but that's why I recently changed it to something similar, yet still a little different(it follows the same idea though).
The point is, why should I break a rule (REGARDLESS of whether SE can detect it easily or not) when I can just use the system already in place and actually retain some excellent on-the-fly flexibility?
Mind you, there are... well... about two weak points of my way that I am aware of:
-Stun, which casts and generally needs to be cast too fast to bother with two buttons for it anyway(but it's extremely accurate as it is and I can fit all the haste I currently have in that one button)
-Stoneskin, which when min/maxing damage, takes buttons to put FC, Damage Taken-%, and MND/Enha largely seperately(note that I am not 100% HQ yet); Three buttons and a somewhat unpleasant amount of inventory space. (I currently use two buttons.)
Other than that though, my two button system(three for nukes!) has served me for all stat-modded spells quite well for about three years now, and I'm pretty sure I can upgrade most of my enfeebs to three with ease and just a little bit of macro rearrangement.