I did, and assume You didn't read mine. I said it's not healer design problem, it is encounter design problem.
It's not straw man. Cutting of decent chunk of paying players is not a straw man. You're doing straw man by negating how it can affect them and that this also can get game closer to it's end.
This verifability doesn't account for many things. Including encounter at hand and PEBCAK. If this data supplies info, that tanks can sustain 90000 conventional units of damage, but boss dish out 50000 instead of 200000 it is again not healer design problem, it is encounter design problem. Last time I checked P10S and P11S really pushed my hard on accouting for my cooldows. Criterion1 - 2nd boss was absolute menace to optimize personally and this is without accounting for party or own mistakes. But line must not be bent, because things like P3S caused healer shortage without any strikes.
I do feel that no one actually knows what they want without damaging existing state of healer more.
No one defined what is "Healing Role" should be in dungeon. With bad party it was already quite Babysitter job. Healers can't have long burst window, because of reactive nature of job.
So what is idea? Replace spam Glare with Spam Cure II and Cure III every 5th gcd? Will be leveled by gear progression back to spam Glare. If You make sure it can't be it's either min iLVL struggle to do content, or people not rewarded enough for gear progression. This will create even more Quit Moments for players in game with huge number of those already.
