No, but yet the stigma behind not DPSing enough causes terrible healers to overreach more often.
A terrible healer who wasn't pressured to DPS past his limit of skill might still keep the tank alive, but when they try to weave in DPS spells when they are not skilled or geared enough to do so, you might end up with a wipe or three on your hands.
Same goes for multi-pulling for tanks -- all tanks are pressured, sometimes coerced into multipulling when impatient ranged DPS classes will run forward and grab more mobs if they think the tank is going too slow. However, if the tank is of lesser skill or undergeared, this usually leads to disaster when more mobs are pulled than what he can actually handle.
This is why I don't like the ridiculous pressure that is placed on both behaviors -- it simply isn't NECESSARY to the run to do it. It just isn't. In fact, I would posit that SE actually designed dungeons to NOT be multi-pulled. If SE expected tanks to pull those groups, they would have made the groups link to each other naturally. If SE expected healers to maintain a set DPS, they would have made more enrages, and existing enrages tighter.
As for enrages in Savage Omega... sorry, but that's more players running it at a lower Item-Level than was intended. They're entering the instance whilst undergeared. Plain and simple. Yoshi-P said something to this effect recently, that healer DPS is absolutely NOT taken into consideration when designing content, BUT if you want to run it whilst under-geared then you may be forced to have your healers DPS to avoid the enrage timers.
