I don't like WHM's forced full cast times, and I can't stand pet management. Always been a Time Magic fan, so AST was my main healer back in SB too, but I find ShB to be an improvement in almost every way.
I would like it to have retained some form of Time Dilation, even if it only applied to some select effects, and it was nice to have a stun on Opposition.
I personally would tweak the current card system a little bit.
Rather than choosing between a 3/6% buff with a Seal or an 4/8% buff without a seal, I would just make it a straight choice between Seal or a 5/10% buff. Make it an all or nothing choice between applying a single target buff, or charging up your AoE damage buff.
Buff Divination in line so that the sacrifice is paid off, a full 6/8/10% damage buff for the party maybe.
In 4-person parties this would make it a fair choice with no real wrong answer, in 8-person parties you want to prioritise Divination.
This would not only make your choices seem more meaningful, but it would reduce the amount of player targeting that's required.
I'd probably give Sleeve Draw 2 charges as well.
But otherwise, I'm fine with the new effects.
Bole and Ewer had no place in the card table, Spire was flat out useless, and from your standpoint as the one giving out the buffs, there's virtually no difference between Balance/Spear/Arrow, they're ultimately all just damage boosts with different ideal targets. You've just traded the "Balance=Anyone, Spear=MNK/BRD>Anyone, and Arrow=BLM/SAM-only" for "Balance/Spear/Arrow=MNK/SAM/NIN/DRG>DRK/PLD/WAR/GNB and Bole/Ewer/Spire=BRD/MCH/DNC/BLM/SMN/RDM". Similar choices, just different targets. At most I'd concede that you've gone from three choices to two, but if you didn't have a BLM/SAM then that Arrow was almost worthless anyway.
