You've written quite the article, so I'll only be addressing what I think is most important.
I'd be very careful with generalizations. You could put me into both the like and dislike camps depending on what you ask me. Which is why it's important to have discussions and offer feedback. No one has an opinion as simple as "like everything", "dislike everything".
For example, people keep referencing downtime - but healing downtime is not a job design issue (maybe too many OGCDs), it's an encounter design issue for the most part. Or a playerbase issue - given that people run content 100 times and expect it to be perpetually interesting - which is unreasonable at best.
I won't comment on the Yoshida quote without a link for context. For all I know, it could be a direct quote or a quote of a quote of someone's interpretation of a translation of what he said.
Healers are not an outlier. They've consistently addressed issues with healers at launch before. Maybe not to everyone's liking, but then again, that is also a case for DPS and tanks - it is not all sunshine and roses there either.
Designing tanks and DPS is a significantly easier task than designing healers because you do so in a vacuum (almost):
- Ninja has one job - dps - and you can design that independently of what the party does and independently of the encounter.
- Tank has two jobs - tanking and dps. Tanking is dependent on a scripted encounter. Dps is independent of the encounter/party.
A healer has two jobs - healing and dps.
- Healing is dependent on a scripted encounter, but also unpredictably variable and is tightly coupled with the party.
- In order for its dps to be interesting, you have to offer trade-offs between healing and dps AND design encounters that facilitate this interaction.
It's quite simply not that easy.
Absolutely not. The ability to turn healing GCDs into DPS GCDs is at the heart of optimization. Balancing your healing and DPS is arguably the most important piece when it comes to having fun as a healer.
Moving necessary healing to OGCDs is exacerbating the problem, creating even more downtime. We have so much downtime right now because of a few things: encounter design, overtuned OGCDs, a party which takes no aditional damage after having done the encounter 100 times.
The main reason I said your proposed changes do not fix anything is because the interesting interactions you proposed can be done with what we have right now, without any of the healing reworks.
As I said, the amount of healing is variable depending on your party.
This: "This is, broadly speaking, your combined "healing burden" for the fight, assuming people use bare minimum cooldowns, are in bare minimum gear and screw up half the screw-uppable mechanics." is probably a decent approximation, but what happens when people are not in minimum gear and don't screw up mechanics at all?
You propose that Savage encounters require more healing than the "standard" amount, but that is already being done. Even the most optimized savage runs in Stormblood do not get away with 0 healing GCDs.
What you said and proposed in this sense is not at all different to what we have now.