You wrote up an impressive amount of detail and I applaud you for your sincerity and determination towards the issue. However, what you write boils down to, more or less, one main premise.

Quote Originally Posted by FreeKingStefan View Post
4: The Feast hates living.

My point here may seem basic, but I will try to explain it in detail: the game systems within The Feast prevent a healer from truly being able to carry a match. This is due to things like: Culling Time, Heavy Medal, Adrenaline, and Offense Kits.
SE has taken multiple steps (of which you acknowledge elsewhere in your post) to get exactly to this point. They don't want stalemates. They don't want a healer carrying a team. They made multiple efforts to push damage and death. They want more kills per match. They want an overall dominant team to be able to swiftly win via medal count rather than chipping away at a healers mana or something similar. They have not been secretive about this either. They have outright said they are looking for this to be a high death count.

Yes as a healer, it blows when an entire game mode is set out against your very existence. But that's what it is, and if you don't like it, perhaps a different game mode is for you. I played healer in seasons 1 and 2, and now and then drop in with my scholar still today. There's a large degree of frustration that comes with an important, yet under-weighted role, but there's also something fun about battling against the games odds and emerging victorious.