So i have my astrologian at level 54 now, done lots of stuff with it. The cards are strong when uses correctly, like seriously strong. Manipulating them through spread, shuffle and royal road brings a nice level of skill to the job. The healing is fine, my co-healer in Ravana story mode got them selves killed and managed to rescue the sitution on AST, its through put of HPS in that situation seemed to be fine. However, when going into Sohm Al (lvl 54 dungeon iirc) i had some issues, which may have been down to the tanks choice of play style. So new dungeon, new people, tank decided to speed run the thing O.o. It went fine, however the AST theough put of healing for this was ditincly low. Even in Diurnal Sect using Aspected Benefic, Benefic and using procced Benefic II and then shoring up the healing with Essential Dignity, there seemed to be something slightly lacking with its healing capabilitites. However, this could entirely be down to trying to speed run a dungeon when undergeared as well. What also didnt help was the abrd who stood out of aoe healing distance all the time on the opposite sides of the boss arenas, so far that if i wanted to get him in the aoe healing, the BLM would have been out of range O.o.
Also, synstry seems to have applications in raids, but in 4 man dungeons this seems to be less useful. Nice skill, but has its distinct times and places to use.
The lack of cooldowns on AST to boost your own healing is also noticable, making the AST through-put of healing feel noticably weaker compared to WHM/SCH.
My only real concern once i get to end game is with tanks not understanding AST vis-a-vis speed running end game dungeons, i am not sure if AST has to tools to get the HPS ip to where it should be.
In a raid, its going to be strong.
SMN also brings supervirus, AST brings Disable which can stack with supervirus. AST has exactly the same skill as sacred soil whilst in Noctural Sect, albeit on a longer cooldown.
WHM can not match AST buffing power through cards.
SCH cant match AST buffing capabilities through cards.
Three healers, each bringing something unique to the raid.