The situations you describe are easier content. I'm more looking for situations in coil as that is where I am progressing currently. Let's look at the turns:
Turn 1: Can't really use at all unless it's procced and you're preparing for a huge hit.
Turn 2: Depends on group comp, but if your going balanced 2phy 2magi not really gonna help but, it could help on ADS if people are gettting hit(which usually results in 1-hit)
Turn 3: lol.
Turn 4: This is actually where I could see it being useful after getting off 1 medica II.
Turn 5: not revealing any info but I can see it used here too.
Having to pop shroud everytime I want to use two or three Cure III is pretty ridiculous. It has it's uses no doubt but, maybe I wasn't making myself clear enough about CureIII. I feel CureIII isn't exactly horrible because of it's mechanics but rather it's traits. I'm really upset not with the WHM (because it's awesome!) but, with the Cure > Cure II > Cure III combo proc system. Our mana management is soley dependent on a few things: Shroud of Saints, Cure II procs, Mage Ballad, Potions.. and that's about it(besides obviously not overcuring and using Divine Seal efficently).
I have no idea where most people on the forums or the healer section are on Turn's but my guess is probably on Turn 2 or 4 as only around 11-16(might be more now after reset) are at Turn 5 on my server (Behemeoth-Nonlegacy).
