If high-volume condition application were tied exclusively to combo-finisher attacks, condition application would not only be more dynamic (ability to rely on teammates and timing in order to set-up for condi bursts via field placement; possibility of forcing risky, position-based attacks from leaps or whirls) and also more fairly telegraphed (presence of a combo field in tandem with particular classes or weapon sets would potentially signal an incoming condition burst; also firmly sets condi burst into cycles rather than just relying on constant, passive spam). Conditions being tied to skills without any real justification beyond "tHIs iS a COnDi wEApON" only encourages low-effort, passive playstyles since they don't rely on anything except having a target selected. It would be easy to re-balance combo finisher outputs in order to make them mostly condition-centric. The only thing to do beyond that would be to convert all Projectile Finishers into exclusively 100% chance instances and then remove them from auto-attacks. From there, it would even be possible to re-work a plethora of current traits and runes into combo-boosting or combo-support effects.
This is all mostly worthless banter since this video game is over anyway. I only thought about this after making a Mesmer meme build which relied on Feedback to RNG-generate mass stacks of confusion on a target. Felt hilarous and satisfying, but also somewhat fair since the payload of confusion outside of Feedback's cooldown wasn't super overwhelming; and the build itself didn't really carry any other condis in lethal volumes. Conditions dealing stat-scaling damage was a mistake regardless because Power already exists.