"Class defining" is down to class primary mechanics which tend to be default keybinded to your F1-F5 or something involved in them. The engineer's is toolbelt skills, not turrets. It is a defining feature because no other profession can slot a utility skill and get a 2nd skill in their F1-F5 corrresponding to that skill with a different effect. Outside of mechanics, the Engineer is also defined by being the only profession that doesn't use any form of magic, and is highly distinctive in that manner. In fact, the lack of flashy overbearing skills in core, make it stand out in a crowd of bloated and oversaturated "look at me!" Classes. Saying Engineer is defined by turrets is like saying, Ranger is defined by shouts, or Thief is defined by traps etc... To define a profession by 4 of their utility skills which are optional to take, where no primary profession mechanic is (neither is the toolbelt), is misguided. What is more accurate, is that your very valid dislike for engineer stems from your interest in the turret concept but your dislike in its implementation, and there is nothing else in the Engineer theme or skillset which interests you. Even if the turrets were to your liking, I would advise you reconsider playing a class you only like 4-5 utility skills of. In addition I would disagree with the "fixed rotation" assessment. Engineer is actually one of the most reactionary and make your own combo professions out there, filling a Swiss army knife concept. Ele is far more rotation centric, having a rhythmic pattern in how it ties together attunements, while engineer is about creating your own melody based on the situation out of disjointed tools. It is why it has some of the most finishers in the game, and can as many posters have said "feel unintuitive". It requires the user to fill in that intuition gap.