Acutally I really like conditions 
if you think of it, it takes a direct damage zerker a lot of resources (traits, gear, etc) to produce the damage output of what a humble condi build can have.
This is probably the reason why it is limited to 25 stacks.
The design of the game is quite clever: if you run a dungeon you can have two people in your group applying condition damage while providing additional output, such as heals or tankiness. My belief is that conditions were designed so that support roles could deal decent and useful damage.
The problem is not that the stacks are capped, it is that people just keep thinking that they have definite and limited roles. We could learn to play with conditions, but people don’t want to learn how to play for their group instead of just in their group.
Seems like others didn’t quite catch what you were saying, but I get it. To put it simply you think condi damage is a viable source of damage for those builds that don’t have a viable way to output damage because they’re more focused on providing support. For instance, a healing/support guardian can throw around burns for dps.
I would like to agree, except to incorporate condi damage into traits or gear on a healing specc’ed class could kitten it. For instance, on a 0/10/0/30/30 d/d bunker ele designed for aura sharing and healing any trait points thrown into earth or fire would stop it from doing its job as effectively and may also hurt its survivability. Gearing for it would do much the same where you could have a pvt or clerics piece in place of say a rabid piece.
Also pure damage still might be a better option over whatever you’d be getting from conditions. On such a build you’d probably end up doing more damage just from might stacking.
Furthermore, whatever conditions you’d be throwing around as a support specc would be significantly weaker than anyone actually built for pure condition damage and you’d only make it harder for them to do damage.