Now that I've actually run WP/AK enough times to get sick of them, here's my 2 HUF:
I DPS a fair bit in dungeons when I can (ie. the tank can hold aggro, isn't taking so much damage due to large pulls or low gear level as to require me chaincasting cure 2, nobody is standing in fire, I actually have enough extra mana to spend on nukes instead of being constantly in combat and praying for Shroud to come off cooldown, blah blah blah), but it's not a fulfilling experience. In fact, DPS as a white mage is somewhat boring. Until level 45, I had two viable attack spells, and one of those was an instant dot (there was basically no point to cast it when soloing either, except to tag mobs at FATEs or something). After that, I gained another dot with a casting time and a massive AOE nuke that eats mana like crazy. I could also crossclass yet another dot with a different icon, but the same casting time. Oh, I can barely contain my excitement... speaking of which!
Why couldn't healers assist/support the team in a way that's a bit more engaging than switching between two stances and spamming two buttons to make the bad dude's bar go down somewhat faster? There are plenty of good examples in other games. Attacks (or heals... or moves that do both damage and healing) that require good positioning from the healer's part, interrupts and crowd control abilities that actually work in dungeons, kiting abilities (or related buffs for teammates), cooldowns increasing the group's dps at a crucial point, various short-term buffs to the other characters' performance depending on the situation, short-term debuffs that have a major impact on the fight (Virus is ok I guess, though too generic), blah blah blah.
I guess this is a tangent, but - to me - the real question is "what else can healers do than heal?" and I don't think "pretend to be a dps" is the right answer. But this is a problem with the design of the game itself, not with the players.

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