funnily enough I healed until early Shadowbringers and ShB completely gutted my job so I swapped to DPS. Went with Summoner towards the end of the expansion and now it just became healer 2.0 lol.
I don't think it's a design philosophy. I think it's because they want to cater to casuals. Yoshi P probably doesn't personally want this kind of job design, hence the design of Black Mage.
What they don't understand is: you can cater to casuals and veterans at the same time. Design a job that does not punish you hard and is intuitive, does not suffer from button bloat, and yet has surprising room for optimization that requires skill. Design a job that is highly accessible, and yet has a high skill ceiling (but NOT high damage ceiling). In other words, low skill floor, high skill ceiling. ShB RDM was intuitive but really optimizing on the mana and oGCD drifts was not really a trivial exercise.
6.0 SMN has the potential to be the apex of good job design. It is highly accessible, and honestly has a lot of surprising room for optimization in a group setting. But let's be real here - that "surprising room" is vanishingly small, but the trace of it convinces me that if SE put a bit more effort into it they can flesh it out to be an incredibly complex job that casuals can nevertheless pick up easily. Alas, they seem to think that should not be the way.
