It is most definitely not the worst idea. I feel the need to express my opinion at this point, because one of my other favourite classes, Archers, have already been reworked into the more "active" style. The old one could just get a bunch of passives and sustains, disable confirm on ranged hit and spam its way with Steady Shots, Flares and auto-attacks to victory due to the awesomeness of debuffs and poisons. Skeleton Archer was one of my favourite combinations and worked beautifully on Insane. With only so very few buttons to push, the appeal comes from the simplest source - when playing an auto-attack or purely bump class, you don't have to analyze or think as much, or constantly rotate your abilities (god, how I hate Archmages for that). All you do is focus on mowing down the enemies, collecting loot and seeing the little number in the top left corner steadily grow. This is good. This gives pleasure. This should stay.Bump-centric is the worst idea for any class, how is it supposed to be fun? I am all for more/better actives.
Now, I never managed to win a game with Cursed, and I feel the class could actually use some actives for better survival (maybe with a gimmick of not reducing the Rampage duration?), but that doesn't mean that its current iteration doesn't work - it bloody does, it just doesn't appeal to everyone. Those who like actives, the vast majority of game classes are already made for you. At least leave me the ones that rely on a metric ton of sustains, passives and procs, so that I can turn my brain off after a long day of mind-numbing work and get my daily doze of dopamine. That's the addicting nature of grind. That's the drug that pushed forward Diablo and other action RPGs. ToME won't lose anything by making a strong, Insane- and Madness-relevant bump class for this primal, bestial feeling of joy that comes with huge numbers and loot collection.
Edit: You know what, this is wrong. I'll rephrase what I said - having less active abilities does not result in a simpler style that makes you think less. Your focus just shifts to a different kind of work - utilizing the environment, choosing the best target to take out first, paying more attention to items and current status effects that you laid down. I will argue that this is more satisfactory than finding a perfect rotation out of thousand possible active skills, and involves a different effort from players, thus giving the game more variety. "Less is more" is a thing for a reason.