It's also a good idea, Ironwolf, to get into the mindset of creating multiple decks. I'm not sure how far along in the content you are, but as you progress, enemies become a lot more "deck dependent." You need to be able to counter what a particular enemy does or exploit a specific weakness...that sort of thing. In addition, your ability, weapon, and talisman load-outs vary depending on whether you're teamed or not (or what your teammates are carrying and how many of them there are). My two more-or-less endgame characters have four or five saved decks each, and even those get tweaked in individual situations (you can one-click revert to the saved baseline deck). What works filling a role on a dungeon team is very different from what you need for solo'ing.
The complexity of the character system and how its zillions of interesting symbioses effect the combat are some of my favorite things about TSW. It's a bit of a steep learning curve compared to a more conventional MMO system, but I think it's worth it.
I find the combat a bit clunky in places, too...but it has some very good points. The need to keep moving and the absence of rooting, obviously, suit my playstyle (although the implementation of optional reticule targeting was really awful...). A lot of the combat animations are truly awful, alas, and the general smoothness of movement and realism of the physics are about average for an MMO (that is, terrible in comparison to CoH), but the overall combat experience is acceptable to me. Not what makes me love the game...but acceptable.