Q u o t e: But we already HAVE utility skills. A lot of them are even in the the final tier, as far as we know: Wrath of the Berserker, Resist Aura, Fetish Army and Familiar if you're counting Call of the Ancients.
The way I see it, most D3 characters are going to have 1 or 2 bread-and-butter spammable skills, some mid-tier attacks to compliment or for situational use, a longer cooldown bomb to drop, and round themselves out with utility skills. It doesn't seem like an either-or situation. The final-tier cooldown skills aren't in competition with the spammable, D2 style attacks, they're in addition.
I will agree that 2 minutes is dragging it out for a game of Diablo's pace. In WoW, cooldowns of 3, 4, or 5 minutes tended to be kept in reserve for boss fights or emergencies, like Mirror Image. Most players don't have a problem strategically popping their 1 or 2 minute cooldowns almost every fight, though. The tipping point between "I don't want to waste this" and "It'll come back soon enough" is probably going to be closer to a minute or half a minute for D3. But hell, we'll see what happens in Beta.
That is not what we meant by "utility" in this instance...
We were talking about usefulness more accurately, i.e. have meaningful choices of Skills be dictated by their usefulness on a particular situation. For instance how depending if you encounter a numerous or scant groups of monsters as a Barb you can use multi of single target Skills and your efficiency will depend on their "compatibility" due to how Fury works. If you meet few monsters and use WW you will deplete Fury pretty fast while if used on larger groups you can end up with more Fury than before you used the Skill. It all depends on number of monsters hit.
Q u o t e: On the wind a shout
The barbarian strikes down
Flesh renders from bone