Really though?
Have you actually looked back at the Job design team's track record since the launch of ARR?
Saying they are allergic to fun is harsh and unfair, I'll agree with that. However, they've consistently lacked innovation compared to the competition and the regressive design comment is highly justified.
Naming truly innovative healer specific abilities that aren't just moar HPS is genuinely pretty tricky. Why do they refuse to give us something to do that isn't merely throwing rocks in our downtime? Why do they consistently strip away healer niches time and time again?
Remember when healers (and SMN) would have organised virus chains to handle Tank busters that were literally a one shot even with tank cooldowns? Why did SE strip healers out of this and put it on the DPS?
Remember when SCH used to be expected to maintain and rotate a pair of (admittedly not that great) haste buffs kind of like FFXI bard songs? Why did this outright get removed?
Remember when we had a small selection of buffs to maintain? I'm not going to pretend that they were fantastic core gameplay elements, but why were they removed? Why didn't SE take that ball and run with it a bit. They've already done the groundwork in PvP and they will have a huge amount of data from this to look at and use as a baseline for PvE changes in a similar vein.
Honestly. This argument and many of the others on this board of late absolutely blow my mind with how incredibly short sighted they are.
I really don't know much clearer it can be. This across the board simplification of healers is NOT going to achieve what so many people here seem to think. We are going to be burst healing faster and harder than ever before (at least SCH and WHM will). Sudo and co can't fix this problem via encounter design. The MP economy of this game simply doesn't support sustained massive incoming damage (Note all the extended healer downtime throughout various top flight encounters. Godka's Trines are a great example of this). Going for a battle of attrition approach seems rather counter productive given WHM's 5.0 toolkit as well, it could happen, but it'll favour WHM in a way not seen since AST's failure in Gordias.
All this screeching about asking for more healing is just a waste of time.
What we need is more options with what we can do with our downtime (aka at least 50% of the time in encounters). Why don't we have a healer that almost entirely eschews personal DPS for buffs? (Or more specifically, why weren't SE courageous enough to push AST into this spot). Why don't we have more utility and synergy with other DPS jobs? Why don't SE take their gloriously unique job system and actually encourage players to make use of it? What's wrong with expecting me to be an AST for one fight, and then WHM to perform best for the next?
I'll tell you exactly why. It's because whilst the demands upon the job design team and expectations of the player base have only ever gone up. That job design team has never been expanded to help cope. Healers have drawn the short straw as a result, time and time again. This is why people like Knoahl are struggling to have any faith in Yoshida's team at this stage.
I hope that helps shed a bit of light on things.