Sorry, this ain't true. In no edition of DnD was it wise to healbot or single ability spam as a cleric.
1st Ed: Clerics had a slightly restricted spell list compared to MUs, but had melee capabilities close to fighters. Turn Undead was a big feature. They also didn't rely on a spell book. Most of thier classic spells (Bless, Protection fom X, Command, Sanctuary) mitigated damage directly, detection, or were crowd control. Healing was a last resort, because in 1e if you hit 0hp...you died. That's it. Avoiding damage was the name if the game.
2nd Ed ADnD - Once again clerics were heavy armor spellcasting frontliners with HP and AC to match. Thier spell list was based on the Sphere of Domain for thier god, but again they focused heavily on Buffs and control. 2nd ed is also where summoning really started, and quite a few clerics were proficient at doing it.
3e: Clerics had a 3/4th attack progression, full casting, a plethora of offensive spells (Flame Stike, Inflict Wounds, Harm) plus all thier old buffs and detection. Frankly they were (still are) all around better than other magic classes except arguably Druid. Offensively an A-team (made of A-men from various Dieties of different domains) were not only a viable squad, but actually exceptional. Summoning magic was super prevalent in 3e as it was insanely potent to not need to fight something yourself.
4e: Clerics were a 'leader' class in 4th ed, and probably the most MMO styled healer in all versions. Even so they were *still* hravy armor frontliners capable of smiting the heck out of infidels, while maybe holding back a healing word or two for emergencies. Once again control spells were the name of the game. Killing a target is the best CC, and making them unable to act normally saves more health than any heal you can cast.
5th Edition: Clerics are near the top of DPR charts after two rounds of combat. Spirit guardians is insane damage around you, Spiritual Weapon is autonomous and doesn't require concentration, you can easily get heavy armor and and a shield if you want to frontline, and spells like Banishment are massive gane changers. If you cast any healing at all in combat, someone git focused OR you are misplaying. Plus to pick up an ally you need all of....one bonus action. Nuts I know!
FFXIV healers are nothing like DnD clerics. If they were the class would be both beloved and likely called massively OP, since healers would easily be out damaging tanks (and probably many dos players to boot!)
