I've been trying to play AST more for reclears recently. I still don't like it, because of how much weaving it has to do in the 2min window, and how much that makes my hands hurt, but I enjoy how I have things to think about compared to WHM. Even if it's just 'who do I put this card on' or 'would CO or CU be better here'. And related to above, I don't 'feel bad' when I use Neutral Sect for something. This week, in fact, my cohealer friend stood in the poison on P10S, and we managed to keep her alive through the full DOT, even during one of the Bonds sets going off, because Neutral Sect spamming shields on her. I guess in one regard, it was 'this feels bad because this is so much damage being wasted to fix a problem caused by another player', but the alternative is to let said player die, and in hindsight, that'd have wiped us because of Bonds being un-clearable (gotta love body checks). I'm pretty sure that the 'this feels bad cos no damage' feeling is entirely because I'm aware of the funny number site, and if I had no knowledge of it's existence, I'd be popping off much more that we salvaged a 'theoretically unsalvageable' situation.
I would also say that 'swap healers from spamming damage filler to spamming Aspected Benefic/Cure2/whatever' is not the solution some seem to believe that it is. It wasn't 'more interesting' to keep my friend alive per se. It was 'interesting' in the moment we had to react to her getting the poison DOT, and me thinking 'how can I solve this', but after Neutral Sect was activated, that 'interesting' is gone. From there on, it was a case of 'Press Ctrl-1 10 times, instead of Ctrl-2 (my Malefic key)', and I gotta say, it felt pretty similar in monotony after the first two casts. That's against a DOT that ticks for like 45k per tick. So I dunno how some expect that 'oh we can make healer more interesting by increasing how often we have to press GCD heals', I don't think doing that for a full fight would make for 'interesting gameplay'