Nidhogg's Akh Morn spam is an even better example! A WHM should definitely use Cure III over Medica in that situation (after an initial Medica II, at any rate).
A lot of the proposals for condensing abilities could be as easily accomplished by letting macros queue abilities the same way the raw abilities do.
No, Cure III has the same cast and recast time as Cure I and Cure II, 2.0s cast and 2.5s recast. Medica (2.5s cast and 2.5s recast) and Medica II (3.5s cast and 3.0s recast) have slower cast times. Cure III is useful when you need to quickly heal players' HP for a subsequent AoE attack. Healing is just balancing MP efficiency vs. GCD efficiency vs. time. Sometimes you have to ignore MP efficiency.
In this raid tier with A11 Savage and A12 Savage, Cure III is very useful to use as a WHM since there are multiple subsequent party-wide AoE that require everyone's HP to be topped off quickly.
Cure III was also pretty godly in Sephirot too. Everyone up until phase 3 is always clumped together, especially for the adds. If your dps gets too heavy handed Cure 3 will mean the difference between a wipe or moving onto the next phase. Especially if you combine it with Divine Seal and Presence of Mind.
Ah, did some additional information searching and you're correct. Apologies for the misinformation. (Though that would still mean that the OP was incorrect, if Cure III has the same cast time as Cure I/II... Unless they were trying to compare to Medica, I guess.)
Presuming SE is capable of designing fights that give good usage of Cure III's AoE, then I'd presume that it would still end up the same way - Cure III is a valuable asset to the WHM, and so isn't a target for being deleted.
Turret Retrieval. Machinist. Most useless skill. EVER.
And?
Twin Snakes and True Strike are the same form. You alternate them, 1 to keep the buff up, and the other for the higher damage. If you added the buff to the higher damage one you'd just always use that 1 skill for raptor form. So what if combining them lowers the skill needed to play it; SE's already said they want to do that for jobs. As for potency per gcd, no, it'd raise it, because Twin Snakes is lower potency, so putting the buff on True Strike would just mean using the higher potency move each time. Your wording is a bit strange though so if you mean something else by "potency-per-execute" idk, but refer to what SE's said. They want buff management simpler, they want skill needed for max efficiency to be lower, and they want skill bloat down. Win-win-win for that example. There is literally nothing MNK would miss out on by putting the damage buff on True Strike and ditching Twin Snakes. Even the level difference, since True Strike is level 2 there wouldn't even be an awkward level while levelling. Could even make it a trait @ the level we get Twin Snakes to keep PUG from being OP from lv 2 to 18 lol.
I was more referring to the traits of Freecure and Overcure, which makes Cure 1 have a 15% chance of making Cure II's MP cost be 0, and Overcure gives Cure II's a 15% of making Cure III's cost half MP. I'd imagine it really goes a long way to help white mages conserve mp for longer fight.
Honestly, I think this is one of the few moves that could be completely erased and no one would notice. It's too expensive, the potency is too low, and the heavy effect works on so few enemies you may as well just use your Malefics instead.
One option, though, is to put forth more "traits" on skills to make up for the skills on the chopping block, or to make under-used skills actually worth using.
Right now, there are too many that are extremely situational, like Cure 3. Yes, it's superior to use during stacking mechanics, but I, an AST, have never been in a situation where I couldn't handle a stacked party with just Helios.
My personal favorites, though, are the BLM sheilds, Manaward and Manawall. Why are those attatched to the burst, turret mage DPS with the most restrictive rotation?