And I kind of think it just remove some of the skill if I can make a serie of button presses and mouse moments, into a single button
You're quite right. I do definitely agree that there's no point being able to press a button that executes a series of moves that you could have done equally-well manually.
However, I've always had in mind that macros might become relevant in order to enable things that *can't* be done using the default system (i.e. can't be done using a series of simple button presses and mouse movements). A couple of such scenarios:
(1) unlockable special moves - assign move to a key;
(2) combining moves for simultaneous execution, e.g. thaumaturgical powers. Providing the char has attained the skill to combine such powers.
(3) fluid combos. Speculatively, it could be that there is a certain amount of delay/detachment between moves when you have to execute them manually. However, telling the engine that you will be performing 2 moves one directly after the other could enable the engine to do something clever, resulting in a more fluid thus deadly manoeuvre that would not have been possible manually. Speculatively, this could be as simple as a shift in footing at the end of the first move in order to optimise starting position for the second move, resulting in a naturally quicker and more powerful second attack...
I'm sure there are other scenarios. I don't know whether such ideas would be good or bad in practice. But I do think it's valid to consider such key bindings / macros / combos / whatever you want to call it. Just looking at the 3 points I've listed above, I can see that such things could have the potential to add a whole other layer to the combat system, giving it even more depth and thus longevity. But I could be wrong.