This. Precisely.
My problem with the requests for Chemist aren't because I hate the idea of a potion-based healer or whathaveyou. My problem is that "potion-based healer" is as far as most people get with the idea, and that only providing the aesthetics without a mechanical backing implies a lack of interest in how that affects gameplay. Mix alone can't do it any more than Scan alone would have made Scholar worthwhile here (and SCH didn't even have a "Scan"-like skill until Stormblood).
Just telling me "it's a healer that uses potions and technology instead of magic" doesn't excite me as a player (especially since in terms of gameplay, it will either be magic anyway or end up a support ranged job) -- the actual flow, abilities and impact of the job are what will make it worth playing.
Sure, there's a level of leaving it up to the devs to decide I'm sure, but if these are the same crowds that think the presence of an additional healer will help balance out the others, there should be a little less blind faith and a little more critical consideration.
Personally, this is why I keep saying Necromancer would be an interesting idea; there's so much more to it than wielding scythes or summoning zombies. You could get:... any of which could provide a different take on healer gameplay AND change the healing paradigm with regards to our existing healers: WHM as the power healer and green DPS, SCH as the barrier mage and passive healer, AST as the vers healer and damage buffer, NCM as a rezbot for progression and battle healer off it.
- Drain-based attacks, healing by redistributing life force, and use of HP as an alternate resource to create "battle healer" (attack in order to heal) gameplay
- The ability to give allies variant Undead statuses to increase their survivability (Vampire to leech HP, Ghost to evade attacks, Lich to delay death, etc)
- The power to summon and then sacrifice minions to heal or inflict damage
- Debuffs like Pain (AoE Paralysis?) or Fear/Hysteria to reduce crowd damage output
- Passive bonuses towards resurrection (maybe even take some of that burden off RDM?)
- Soul barriers, "false life" effects, and/or damage/healing inversion for tankbusters
- A potential repository for the dark magical utility skills BLM is apparently forbidden to grab, like Curse, mind control (Zombie!), or even Death (likely an Execution spell)
Which can make it frustrating to have people turn around and simply say "Chemist!" with no interest in how it plays or what roles it fulfills, simply because the name invokes nostalgia.
Ah, but of course it's not the name, right? They'd be happy with "Salve-maker".
Which, I feel I must note, is quite a confusing attitude when these are often the same crowds who will also ask for Time Mage as a healer, when Astrologian is 14's Time Mage by a new (and dare I say, more appropriate) name.
Or the same crowds who will say "Necromancer isn't a classic FF job" fresh off of Gunbreaker and while pleading for Green Mage or a Plague Doctor.
... Which is unlikely, given the shift WHM has taken towards being primarily Holy-oriented. I believe Yoshi-P has stated in interviews that the intent for WHM from here on out is to distance itself from the elements as much as possible in favor of Holy.
Meanwhile as Patronas has noted, WHM has never had need for spells like Quake or Flood or Tornado because it's primarily a healing job, who have minimal attacks outside of the three staples (filler, DoT, AoE).
It's not only more fitting to put some of the most powerful elemental spells in the lore in the hands of a separate DPS job, but more practical as well from a design and gameplay standpoint since they would have reason to use more than one.
Besides, while Conjurers and Geomancers bear some overlaps in toolkit (enough so to speculate that GEO would have been a branch off CNJ had the devs not regretted branching SCH), within the lore they are quite distinct. While Conjurers of the Twelveswood live in harmony and communion with the Elementals, the Geomancers of Hingashi and Othard instead use their powers to ward off or even subjugate negative spirits.
(The important distinction is in their weapons. CNJ/WHM use staves and wands made of unworked wood that the Elementals have blessed. Geomancers, based on Feng-shui practitioners, use bells so that the ringing can repel evil spirits, hence the "gong" sounds you'll hear as they attack throughout HoH and Swallow's Compass.)
I would argue that to claim GEO can't exist because it shares some abilities with WHM would be like claiming PLD or RDM couldn't exist for the same reasons. They may have similar powers but they are used entirely differently, ie "not as a healer".