I kinda agree but at this point I'm not sure which part of the UI is "by design" and which part is "alpha".
For instance, a limited quickbar can lead to make important choices of which skills you'll use during fights (like in Guild Wars 1), and thus also prevent the cooldown bypass by having too many skills at your disposal.

On the other hand, I agree being able to access each and every item and ability without always having to open your inventory or skillbook is pretty convenient. Well I should probably say, not being able to do so is tedious.

Maybe an "hybrid" solution could be the solution: We could have as many quickbars as we want for when exploring and questing but when the game enters combat mode, we'd be limited to a "combat quickbar" with maybe 8 skills and 2 items slots maximum.
So that way we'd have the practical UI and also the "I have to choose my skills carefully" part for combat.