TL;DR - sorry for leading you astray there. I didn't know that about the timers.
All righty then. That takes it back to implementing the Pro-Config correctly as that has that middle layer

, along with the benefit of class specific actions.
I admit it, I didn't test the use of the Mapped Key State Action before saying it would be the way to go. But you learn something new every day with this stuff. I wasn't aware of the killing of timers if you disabled the mapped key.
Yes, the Pro-Config is the framework for the characters and doesn't setup your rotations for you. You still need to add in the HB mapped keys (although you already have them) and the sequence mapped keys (and you already have these too) . As your setup looks strongly familiar to firescue17's example implementation for cooldowns etc, then it should all be straight forward from there. The only difference between your current config and Pro is that you have 2 more key maps. Combat Hotkeys and Virtual Combat.
A brief breakdown of how it works is (you can set this up manually if you want):
Combat Hotkeys contains mapped keys which have your hotkey (the key you press on the KB). These call a Do Mapped Key Action in the Virtual Combat key map, and usually have a target of "Window: All w/Current" (all basically), although you might have specific mapped keys/actions targeted at specific groups, like the CrowdControl, or Healers (this is the other part of the Pro-Config, Action Target Groups)
Virtual Combat contains mapped keys which normally have 1 step with no actions in them. The names of the mapped keys are important though. They will need to match mapped keys in the Class specific Key Maps, like in your case DPS-Ranger. The one you want at this stage will be a single mapped key called "Combat Spam".
The trickery to all this comes under the Character node. You select the Character, go to Virtual Mapped Keys and set that so "Virtual Combat is now DPS-Ranger". You only need to set the Key Map drop down.
When this is configured, the idea is that when you press the Combat Hotkey, this will try to execute the named mapped key in Virtual Combat. As this is remapped to DPS-Ranger it will look for a mapped key of the
same name in DPS-Ranger. It finds it, it executes it.
And finally, your DisableDPS mapped key will disable the Mapped Key in Virtual Combat. This is that middle layer that is needed.
Couple of things to be aware of.
1) As DPS-Ranger is only assigned to characters of the correct class, and the Virtual Mapped Keys setting does the remapping, and the targeting of windows is handled by the Combat Hotkey along with whether the resulting virtualisation results in a mapped key being found (if you don't have one in the class key map then nothing happens), the actions in DPS-Ranger will almost always have a Target of Window:Current (i.e self).
2) You will normally assign the Class Specific key maps to only the characters that need them, and not to the whole character set, but it probably doesn't matter too much as these shouldn't have hot keys set anyway and it is the Character specific Virtual Key Map setting which will determine which is run. The Combat Hotkeys and Virtual Combat will normally be assigned to the Character Set. One of these steps is usually what gets forgotten when setting up new characters, and results in the hair pulling good time of "why doesn't my character do anything!".