... Why you gotta cut me deep like that?
Honestly, you're not wrong. Healers do feel more like Support Classes/Jobs in this game, especially now. Ranged DPS were more support at the start, but now that they've shifted to more of a focus on the DPS, healers feel more support oriented, especially with the upcoming changes to our main DPS spell allowing weave windows. Sure, a lot of their support is healing, but good healers are expected to do DPS.
I can only assume you're referring to the STR accessory era and old tank stance. In which case, there was virtually never a reason not to always use STR accessory and be in DPS stance 99% of the time because the game failed to incentivize anything else. This is the point you continuously seem to gloss over or outright ignore. Players aren't making these decisions on a whim but in response to lackluster gameplay design. Tanks rarely focused on their defensive attributes due to content never rewarding them for that decision. Likewise, Healers are asking for additional DPS tools because the devs refuse to emphasize healing. Practically every skill they've shown off will be mostly EX or Savage exclusive in practical use; being comically overpowered in everything else. It's why abilities like Temperance and Neural Sect didn't "wow" most players. They're barely used.
Your insistence players will never be satisfied is little more than a slippery slope fallacy. "Let's keep a depressingly boring design because maybe, possibly, somehow adding two more DPS buttons will send the playerbase into a frenzy!!" They managed in Heavensward.
It would likely bring its own, new slew of complaints, though (even if still for the better), probably involving just how limited and indistinct/homogeneous our span of 'support' is in its practice/playflow (especially when compared against your successful Mobas or Hero-Shooters).
That's not... untrue... But maybe a name shift may shift the focus of how healers are currently being designed but still make them attractive for players. Right now, I know there are people who like playing support. If they're refocused as support jobs, not just in healing but in buffs and debuffs, there may be players that are more interested in these roles and provide more feedback. Right now, healer population is low, and even fewer who are good at it. The healer population is of two minds (healers only exist to heal vs healers need to provide things other than healing), so if we can get the two sides to agree on what healers are supposed to do, maybe we can give the sort of feedback the devs need to know to make more engaging gameplay.
Tell me you don't play WHM without saying, "I don't play WHM."
WHM doesn't get Glare until L72. Until then, it's Stone. Of the "five" abilities that do direct damage, one is an AoE (Holy) and thus useless in single-target fights, one is DPS-neutral because it requires you to burn two GCDs on lily heals first (Afflatus Misery), and one is an oGCD you just mindlessly mash on-cooldown for the DPS (Assize). This leaves you filling your GCDs with 211111111 spam.
Tell me you never played during ARR without saying, "I never played during ARR."
Healers had more DPS tools back during ARR. Guess what? They were not, in fact, asking for more. SCH and WHM both had multiple DoTs to manage. Cleric Stance made DPS require some actual thought, instead of just mindlessly mashing Stone whenever you weren't doing anything else. The lack of oGCD bloat meant that healers had far fewer GCDs available for DPS, because they had to lean harder on their GCD heals. So there was less downtime, and what downtime existed was more engaging, because it consisted of more than 211111111 spam.
And healers were happy, and content got cleared, and all those lil' baby noobs that you Sylphies are supposedly so concerned about were able to pick up healing just fine. Your unfounded catastrophizing ignores the actual history of healing early on in this game.
Sincerely, someone who mained SCH during ARR.