Alot of the desktops I build exceed 300 kb. Some are around 400. Each desktop is designed to work with a team so that if there is a weakness the other desktop will compensate. This goes even into equipment with alternating mods where 1 team member will use hit lower defense and another team member will have hit lower attack.
Different actions call on other actions. For example: If a heal is used, other defenses go into affect, such as hide and a special move to freeze, where as the opposite will happen if an aggressive macro is used, such as the initial attack.
It will begin with a number of checks and execute a list of possibilities. Each desktop performing something uniquely to cover all possibilities, in theory. So changing from that point simply stops that macro and begins the next course of action. For example: Hitting the heal key. So, it's an intelligent desktop that is thinking ahead and performing tasks that it may need to do ahead of time. For example: Targeting a team mate and beginning to heal will off set a defensive selection where it may try to freeze the opponent, while at the same time the team member macro is trying to hide and smoke bomb.
So, you begin to learn the desktop as each key does a series of different actions and then it's just changing into that group to get the desired result. The only draw back is having to hit the escape key on repeaters because the system cannot detect if a task has been completed or not.
To me, this is a huge advantage over the 2D version desktop. It allows for technical programming and a wide range of possibilities, which to me, is alot of fun even if it fails trying to make it work is an experience in itself.
So, I don't see why you would not use the EC to PvP or raid with and again even with PvP it gives it a technical aspect. For example: With mages, if you use the wrong spell combinations within a macro you will fail to be good at PvP. You have to create intelligent macro designs that will work to your advantage or you will fail horribly performing an action that doesn't really fit what should have been a successful counter attack. Kind of like healing, when you really should of Corp Por but only in a string of commands.
So, it takes alot of knowledge to understand what the next possible action would be. So, if something fails you have to change it and if something doesn't work right you have to figure out why and adjust it. So, to me, it's like a jigsaw puzzle in a way, which makes winning all the more sweeter.