Like many of you, I, upon seeing the Shadowbringers job changes for healers, have feelings somewhat approaching dread. While I'd hardly say that healing was perfect at any point in this game's history, I can't help but notice that while many jobs have seen robust incremental improvements to their play style and a few (MCH, PLD) have seen major overhauls for the better... the changes and additions to healers in Shadowbringers leave one with a strange sense of deja vu. In short, job identity is now nonexistent.
Take, for example, the state of Astrologian as it's been throughout Heavensward and Stormblood. Much of the astrologian's play involves around managing cooldowns to take advantage of the power of Time Dilation and Celestial Opposition as buff extenders - a mechanic unique to the astrologian that no other job has anything close to. Look at the Shadowbringers abilities for Astrologian and, what's that, Celestial Opposition is a heal. In fact, it's just an aspected heal/shield with very little interesting about it at all, completely losing the 'time stop' flavour it once had. And as for Time Dilation... what Time Dilation?
Likewise, much has been made of how the one damage ability White Mage has gained is only even a benefit over simply casting Glare in an AoE situation unless one considers opportunity cost, in which case it still barely breaks even. It's certainly not worth the loss of Aero III.
Something that perhaps hasn't been discussed as much is how the changes impact the leveling experience - 1-50 and in particular 1-30 were already less than enjoyable for many jobs, but in the current state of Scholar, one might as well go AFK and let one's fairy do all the work, so gutted is the job at low levels.
In general, I feel that healing in this game lacks something, and simply having added more, more powerful healing tools that are essentially redundant... is not the answer. On the contrary - I believe what healers are looking for is a faster-paced, less predictable triage-based gameplay in endgame content. Where that isn't possible, in content which needs to be highly accessible to weaker players (leveling and story dungeons, normal-mode trials)... skilled healers, who are able to use their kit to its fullest potential and leave themselves time to spare, would like something more interesting to do than simply spam Stone, Broil or Malefic.
That being my hypothesis, I'd like (well, I'd also like to hear what you think - go on, tell me I'm wrong!) to outline my ideas for making healing a more interesting experience for players at all levels of skill.