Yeah, kiting allows you to ignore the fight, for the most part. Turn 1 solo healing was probably my most enjoyable experience in this game thus far. It was sloppy as it could be, and one tank did have to kite the last ~2% due to a screw-up on my part, but it was fun. I'll have to wait for our MNK to upload his video so I can see where the mobs were at stack-wise, since I didn't bother focus targeting Caduceus.
Turn 2, as you said, would depend on everyone being on their game for damage avoidance, and it could get a bit annoying with the raid-wide AoE damage (go go Succor :( ). But with an extra DPS, you should be able to out-pace the damage.
For either Turn, group composition is key. I wouldn't dream of solo healing Turn 2 without 4 ranged DPS (5 would be better). That, and solo-healing any of the end-game content (Titan/Coil) is 100% a group accomplishment, and there's no reason it couldn't be done with either healing class.
