If 17% healing uptime is the baseline for healing uptime and we are saying that is an acceptable level of play then what happens when tanks and DPS match this? A dungeon becomes impossible.

Why do you guys think it is alright that a healer is performing 1/3 to 1/5 the actions of a tank or DPS and then recieving the same reward at the end of the run?

This is not a conversation about helping new players. The pro-DPS side of this argument has said 10+ times that DPS can and should be expected from healers when the party is healthy, they have mp to spare and they are familiar with the content... If all those things are true why would you not DPS? Your alternative is literally standing there doing nothing in that situation or helping your party.

I feel like the other side has this image in their heads of a brand new player who is undergeared for a dungeon and inexperienced at healing in general getting some kind of ahole tank who pulls huge with no warning in his DPS stance and eats every AoE with his two DPS cronies then those guys all berate the new healer for not contributing enough DPS to the group.

This is not the argument of anyone who is advocating for healer DPS here and I bet that all of us would sympathize with that poor new healer. This is not what we are saying. We are saying after you run a dungeon a few times and get the hang of things you should have your dots up so long as the tank/DPS players aren't draining your MP by playing in a suicidal manner. Maybe even help burn down the trash on an AoE pull when Lucid is off CD and the tank is properly mitigating.

If you can find fault with that I'm sorry but you aren't looking at this from a logical or objective place.