There's a world of difference between people asking for a few more optional attack options during excessive downtime versus many more; the former isn't going to ruin healing for casual players.
Riddle me this. If downtime activities are too haaaaaaaard if they require more than a single button press, as seems to be a reasonably common causal healer opinion, and uptime activities are too haaaaaaaard if they provide more than the minimum possible chance of failure, as Yoshida also seems to believe (since they "can't tune healing any tighter), what then can we conclude? That both the downtime and uptime activities of healers must be as dead easy as they can be while squeezing under the limbo bar that qualifies them as "gameplay" instead of "movie watching"? That healers have heads full of oatmeal and can't be trusted with real teamwork activities?
Pressing one button over and over again for the majority of an encounter is literally the worst design I have ever seen in a video game, without exaggeration. "But I like it" just tells me you don't actually enjoy video games, you'd rather watch a movie.
In before DPS actions are removed altogether for the next expansion, with the opportunity to skip single-player instances and auto-complete certain quest steps while playing as a healer.
Yeah that's why I was saying that it as a class didn't really solve any of the issues most of us here have with the role. As far as it being a reward, I personally see it as more of a backhand for not being able to keep full uptime on that mindless dosis spam. Whatever that reason may be.
The addition of dps neutral keys that heal on the gcd are slightly encouraging though! Maybe if those are received well they will add more in the future which would open the way to actual rotations or impactful combos (be they healing or buffs) that differentiate from just here's your one button filler. But that would probably be seen as "complicated" so who knows what, if anything, they'll do.
"This version of healing is the best so far" followed by "I don't want to worry about a rotation, opener, or something optimal" encapsulates perfectly why the current healing iteration is a failure in design, where proper designed jobs try to incentivize players to get better this iteration only appeals to people who do not know nor care about playing the role or getting slightly better, they just want to be optimal without putting any effort and are willing to hijack and drag a role down in order to do that
You won't find people like that in any other role, not even tanks, because no other role has problems as dire and has been dumbed down as much as healers
If you were under the assumption that Scholar didn't have a rotation, I've got some bad news for you. Scholar has a rotation too, and it involves using Energy Drain to dump 3 stacks via weaving, using Dissipation to get more, then dumping those stacks with weaving as well. Sage won't have as involved of a DPS rotation as Scholar does. In fact, even in Endwalker, Scholar's opener is probably going to stay the most DPS bursty of the four healers. I'm being genuine when I say what I said; Sage looks like it's the exact healer you've been waiting for.