I'm not sure where you think I said something that would require you to edit in that comment about tank DPS - the majority of my post was about how tank DPS is (as an overall thing) higher than healer DPS because almost everything they do for their primary role does damage unlike healers who spend many more GCD's doing no damage at all. I am right here with you on this one - tank damage is big. It is also a given though. Tank damage is built into the calculations that determine things like enemy health and enrage timers. Healer DPS (whether amazing or meh) is always gravy.
If I came off snarky it was intentional - I strongly disagree with the post I quoted and intended to show how nonsensical it was. Perhaps you and I have differing definitions of an insult but in my mind, while I wasn't nice, I insulted no one.
I see that you are arguing that healer DPS is too simple and to that I also refer you to my previous post. Separating your time spent healing from DPSing (especially without the CS issues) is already impossible unless during your DPS you aren't watching your party list and keeping an eye on the tank. To be able to watch for the level of procs and dots that a DPS manages while also keeping everyone alive is not feasable for most players. Healer DPS has factors that DPS rotations don't, including something even less predictable than RNG procs; the free will of our party.
Tanks have to think about this, albeit to a much smaller extent, surrounding enmity generation and even their own health pool. DPS jobs with support abilities like Refresh, Goad and Mana Shift have to think about it even less than tanks.
DPS rotations get more complex the further out from the center of that you get. To expect a healer to be able to put out considerable, consistant DPS with a complicated rotation when they also have to compensate for all manner of human error and "lag" in a party is just insane. People complain now about healers tunnel visioning into DPS and letting them die; can you imagine how much this would be magnified if your WHM had to choose between losing Enochian and letting the tank maybe take just one more auto attack? It would be chaos.
It would require a rework of the battle system and the way damage happens to the party on such a massive scale it would be a new game. Either you trivialize damage to such a huge extent that there is no reason to have a healer or you make it so that to be a healer you need to already be incredibly better than the vast majority of the playerbase. Neither is preferable to the current system in my opinion.
In closing you seem to think that healer DPS rotations need to be complicated but healers are not DPS. We have different priorities and to have us manage things to the extent of DPS while intrinsically having more responaibility than those DPS we are seeking to emulate means no one would play healers and only a very select few could play them well enough to clear content without foregoing DPS entirely. While I understand your core concept I don't think it is applicable in this game as it exists today.