I'm not arguing that support is more important in Astrologists than it is in Scholar and White Mage. But they are healers with more support, not support classes, per see. In other games, healers themselves are considered support characters by the lone fact of healing. So it depends on the point of view. In mine, the amount of variety and control of different support abilities matters primarily, the up-time secondarily. Astrologians, wanting specific combinations of cards or setting up Royal Road, do not have as much up-time as I would expect from a true support class, and they certainly have no selection of variety. It's just RNG, where trying to "select" something is just going to make it further and further away in the up-time.
So yes, support is important for the class. It is the little "theme" around them. But it makes them better at support, not support classes. At least in my eyes.
Yes, my bad. I tend to refer to TP as Stamina due to more games I did play in my life having secondary resource use that term. I'm not used to tactical points. I'll edit it properly to avoid confusion.
This is already tweaked a lot, main offender being Scholar. Their "big heal" heals less than the normal heal unless Emergency Tactics is used. The AoE big heal is tied to a resource that you very well may not have available for it. And most of all, neither their AoE big heal nor their instant heal are even available until later parts of the game (now, less "late", but they still are not available for a good chunk of content).
Also, these things are actually present in the dancer I made. Though due to the design, they are actually "kinda different".
Standard Heal: Induce Love + Cheering Dance for 350 potency heal. Slightly less than other healers, but it is far easier to sustain with low MP cost of Induce abilities (for their effect, due to distributing it over ten stacks) and low TP cost of Cheering Dance.
Big Heal: Available since lvl30, just like Cure II. Cheering Dance + Induce Love automatically turns into it on targets with less than 50% health. Its potency is 650, so same as Benefic II. Its unavailability outside of lower HP is made up for with its low cost, "automatic" trigger and mobility of healing dancer (so no interruption to avoid AoE).
Instant Heal: Finishing Step with Induce Love is 500 potency instant heal. Two Induce Love or Prepare/Swiftcast and Induce Love give 1000 potency heal (and prepare guarantees you will have TP for it). The single-target "panic" button. A bit more complicated, but hey. The benefit is bigger too. Available when Lustrate, at lvl50. At higher level, an emergency "panic button" in the form of Panicked Dance...The name couldn't be any more obvious. It's got a drawback, but it's going to be up, no questions asked (it's pointless to use it to get more up-time for DPS after all).
The AoE: Induce Love can be cast on multiple targets and a dance can be used. Any dance other than Cheering (which is single target). Echoes turns Cheering Dance into a Cure III for 15 seconds at lvl30 that heals with either 350 potency, or 650 potency for targets with less than 50% HP. Contagious Inducement (lvl48) spreads Induce Love in a radius of 15 yalms. Then you can use most dances (Meditative Dance for 200 potency heal three times, or for double the amount of MP it will heal to you if you spread Induce Courage instead) for 100 potency AoE heal over time. Or you can blow em up with Finishing Step for 500 or 1000 potency heal (again, 10 or 20 stacks). There's your serious panic button.
Big AoE: See above. At lvl70, another big heal, Angelic Dance, for instant big heal, and high AoE heal that with Induce Love will be 400 potency every 3 seconds.
If anything, there may be too much variety. Seeing as the skills are working in combinations, it's not a matter of "31 skills". There are far more. The result depends on what you use it with. As a cave-eat, most requires some foresight since there's some preparation time for most of it. But that shouldn't be a problem with people saying left and right how scripted the battles are...right?!...
I'm sorry, but that's exactly why so few people play healers. If you're going to be using mostly the same skills, with different names, then you have only one healer in game, with slight variations depending on few additional skills. Yes, that's how it looks to people not interested in healers in greater detail. As barely more than one class...
If our goal is to make more players play healers or tanks, it's important to make them look as more than reskins. Completely new playstyle. Achieving the same result in multiple different ways is not easy, but why healers should get the short end of the stick?! DPS have variety galore. And DPS are the role that needs it the LEAST, since people since the beginning of MMO's were swarming to the high-offense classes.
Healers are often bleak and unoriginal. That's why they are not liked nearly as much. And following the "easy" path, is not going to change anything. So yes, I did stray from that on purpose.