Ok, let's start over.
Examples of existing raid situations where TP expenditure is of limited concern: T12 and T13. Why? Both fights are primarily about single-target damage and have significant breaks where there is nothing to hit (e.g. T12's final phase and T13's Divebombs and Teraflare transition).
The reason why you don't see a lot of specific examples flying around is that most of us consider this so obvious that it doesn't require explanation. By contrast, fights where there is ALWAYS something to hit and players do not get removed from the action for any serious length of time (e.g. T10) benefit from buffs like Paeon and Spire.
Goad can be useful outside of raid settings when you have melee AoE to support or a speed-running tank to keep juiced up. Spire can also be useful in these situations (provided, of course, that you actually have it when you want it; you're not likely to use your Spread slot for it, after all).
BRD and MCH resource regeneration IS worthless when parties aren't hurting for TP/MP.
The biggest issue isn't that resource regeneration and mitigation are too useless; it's that AST's tools for party resource management are far too situational and random as they are right now. There also shouldn't be encounters where 4/6 of your cards are so irrelevant that no one would notice their presence or absence, but sometimes this is the case.
As far as missing the point, I cited exactly which point you were missing.
