I understand what you're saying about OGCDs and GCDs not being as redundant as they seem, and indeed the ability to press, for example, Tetragrammaton, implies you're not wasting a GCD to cast Afflatus Solace, or worse, Cure 2. So it's not like every single skill in the game is absolutely useless. That's not what I'm trying to imply xD
I technically have two issues. So I'll start with what you said, which are skills that end up "replacing" others. Even if there is a use for these skills, it doesn't mean that they will see as much use as before. And when you make a different, separate button for it, you risk that skill becoming niche.
Do you use Synastry every fight? Odds are you don't, and if you do, it feels bad because you need to use healing GCDs on it, on a class with a lot of healing OGCDs.
You cannot rely on the Lady of Crowns for things because it's not a guarantee, and the heal it provides is anecdotal.
And I've legit seen people say they forget stuff like Horoscope and Neutral Sect are there. Less so on Neutral Sect (though I have heard that comment before) because it is indispensible in raids for mitigation. But people often snooze on Horoscope, when really I find it a pretty good tool to use.
And on top of all this, AST also has Exaltation for mitigation and posterior healing, as well as Celestial Intersection for two small single-target shields.
And I get what they're saying. Odds are that these skills have their purpose in raids, and having a bunch of options that do similar effects allows you to have a robust kit that can provide an answer to almost anything. But it causes button bloat, and some skills just become latched onto the kit as "yet another skill". When odds are you won't need to use all of it for 95% of the content in the game.
Now, other, more experienced healers are able to give you a much better answer, because those are the healers I'm referring to. The ones who, in the healer complaints thread say that half their kit goes unused, and that healing is super easy. Both because of how fights are designed, but also because they don't feel like they need these many answers. If you want a better answer, go ask them. But if that's how they feel, and given that my assessment is literally "We have so many skills for such esoteric situations, whereas our damaging kit is a single button spam", then the amount of healing skills Square provides needs to be looked into. Not every skill needs to be in here, and some (even if they have a use) just are far too niche to remain in consideration as-is.
The other issue I take is how the skills are designed overall. WHM imo suffers the most of this, where despite every skill being a bit different, they're really just reworks of the base Cure 2 spell. You have Cure 2 on an instant cast, Cure 2 on an OGCD, Medica on instant cast, Medica on OGCD and deals damage, Stronger but Shorter-Ranged Medica, Medica with Regens. Hell, Plenary Indulgence is literally "Do you want Medica with that Medica?" and Lillybell is "Have medicas whenever the healer is hit by something".
There isn't much to their design, they really are the same spell, but done "differently". And like I said, "not every single skill in the game is useless", meaning that even if these skills are "the same spell but differently", it's that difference that makes or breaks it. But there's nothing new about those spells. Their design is insipid. It's fine if it's a couple spells, other healers have that sort of design (read above, in fact...). But WHM's kit is nothing but the Cure spell reworked half a dozen times. It has no originality, and because of that it's quite bland to play.
Other healers also have heals, they also have regens. But the rest of their kit is unique even among the rest of their skills. The only thing I feel WHM has that's "unique" is Assize, and that's just a glorified Pneuma with MP generation. Hardly innovative. To me, that causes button bloat.
Guildhests and Battlecraft Leves for that matter were suggested before in a different thread by Atelier-Bagur to also be a potential system to bring back and expand upon. I gave the suggestion that they could allow the game to further expand on other things (for example, allow people to take on quests and kill Blasphemies, thus making it look like the Blasphemy problem was more widespread than what we see in the MSQ). Deveryn, however, disagreed and said that current FATEs do what those are meant to be doing, so I assume that's why Square dropped the content overall.
