Not sure if I would go so far as “pruning”, because then we risk going back to the terrible IL-spam builds, or god forbid, the NoIL build which just sucked. I think the issue is that in usual Blizzard fashion, they tend to swing too far one way or the other.
For example, prior to the 7.1.5 rework, we essentially had Frostbolt, IL, and flurry, with the rare Orb. That was about it. It didn’t feel great to play, and players were not pleased that we had abilities like CmS, GS, and Ray of Frost just sit there with no purpose.
Then we got the rework, but rather than come up with new ways to make those abilities fit, they just buffed them all out the wazoo and suddenly our rotation doubled. To compound that, we still relied on the same base mechanics that were designed around having 3 buttons or aspects that honestly haven’t felt good to play since their introduction.
CmS, GS and Ray all rely on Shatter to work. The 2pc from S2/3 help, but S3 at least is too RNG based where you can get proc after proc (which feels good) or have long dry spells (which feels bad). Add to that, the priority system isn’t as straight forward as it seems at first glace, especially when you add things like Shifting Power and add phases into the mix. Let’s not get started on how GS is wasted if an add dies while it travels, which just tanks dps.
So yes, Frost for ST does feel a little bloated and convoluted, especially for the damage it deals when compared with other specs. However, rather than just cut abilities I’d rather see them merged or given as choice nodes. It would be simple enough to tune the abilities and redesign them as ‘spenders’ for Icicles.
Suddenly you have a big choice option for GS, CmS, and Ray. You now have an AoE, Cleave, and ST option to pick based on the fight. Tuned correctly, this could be fun, and in theory you’d have both CmS and Ray up to use far more often. What’s more, is that people who dislike one or more of those abilities also have options, and that’s always a good thing.