Hm. Simplifying dps for a net positive in quality of life? Perhaps. Everyone's going to have their own sweet spot, which makes it a hard target to hit.
I do think the required research part of raiding is a bit overblown. It
is required if you want to raid and get stuff done, but I don't think it takes a lot of effort or time to get the basics down... at least not in the research phase. Actually developing the muscle memory and/or pinning down what your focus needs to be on can take some time depending on spec. I've had an oft-used feral dps offspec for half a year now and I still occasionally find little things to smooth out or improve dps.
I think from a developer's point of view, the best solution is one that I think is in place, at least for a few specs: diminishing returns on your efforts. If a player can go to EJ or whatever, get their 6 step priority list or whatever, and do a decent job of executing it, they should do pretty good dps. Great players that can go above and beyond the basics should be noticeably ahead of them, but not
significantly farther ahead.
I have noticed this when going through some excessive simming for my Enh Shaman about 6 months ago. Enh Shamans have a pretty solid simming community, including a well-maintained program just for the spec. After playing around with it for awhile I saw that switching around the priority order of some abilities made such tiny gains. What's more, the actual optimal priority would change a lot based on my current gear (implication: ability X and Y scale differently, but with any reasonable gear setup they're close to equal). Result? The player that puts the time in simming will do slightly better, but it's not even a major difference so long as the player who doesn't sim has a rough idea of where the abilities should fall in the priority list.
I know Feral has some small things that aren't really important and may only lead to a few hundred dps gained. Spend some time with the spec and do ~14k dps. Nail these small things and do.... 14.5k? 15k?
Theorycrafting tends to also be overblown a little in the sense that there really are very few encounters that meet theorycrafting's parameters. I've only rarely seen a sim, for example, that doesn't assume every fight is Patchwerk. I don't blame the sim makers, really... it's sort of an impossible task they're faced with, and at least they're getting a useful product out there instead of just quitting in the fact of the impossible task. But IMO what ends up truly separating the decent players from the great players is being able to adjust their dpsing to the fight at hand. Most bosses throw a wrench into the mix, and if you are following a typical EJ sort of information to the letter, you are likely missing out on dps somewhere. DPSing Blood Beasts, Volatile Oozes, Bone Spikes, a Blood Prince when there is 10 seconds left until Invocation of Blood switches, etc etc etc should all be handled differently... and the research out there for these situations is slim to none.
Final suggestion that isn't really a valid argument against focus on theorycraft, considering doing your research still helps: most wipes aren't caused by dps being too low.
Especially not in the trickier fights. Or sometimes not in the case of trickier fights, as I, on November the 3rd of 2010, wiped twice in a row to that boss in heroic Violet Hold who summons those really slow energy orbs that AE stuff near them. That boss you are supposed to kite. Which the tank didn't kite, but instead linked the damage done/taken in party chat for each player after the healer suggested he needs to move. Cause apparently dps is supposed to trump playing correctly. grumble grumble.
edit: and just for the sake of clarity, I am indeed someone who obviously theorycrafts quite a bit to spend time downloading and tweaking sims for an alt. :p I recognize its value. I just don't think it makes significant gains over the basic research which does not take much time at all. Having that extra few steps to take probably keeps a significant portion of raiders interested, whereas limiting the complexity takes that option away from them and basically skillcaps all players to a level that anyone can reach with a modicum of effort. I don't think that's a good thing, so long as balance (for normal modes, at least) do not require that going above and beyond. I'm perfectly fine with HLK25 being something that's totally out of my reach as a result in part of this existing in game atm. :p