Oh there's definitely problems, in this respect you're preaching to the choir.
The point I was trying to get across is that if encounter design was designed to push us to actually optimise our healing ability better or to think more about what we're using, then we'd have separate experiences between WHM, SCH and AST. However, I see this as being a difficult and unrealistic goal for SE to achieve, which is why I'm actually in favour of removing the bloat. BUT in the very rare moment where it feels like I've been pushed to use my toolkit efficiently, I've liked it and it has felt less homogenised, but we're talking bad groups that facilitate that environment for me. In these moments I've thought "maybe I can see what they were trying to do". When I was levelling SCH from 70 to 80, I had a couple of dungeons where I was like "I might actually start enjoying this" and then had that soon taken away and go back to being boring again.
I'll try to justify what I mean better and bear in mind I am only specifically speaking about healing, not DPS or AST's cards.
If put adequately under pressure I'd expect to see people being more conservative with their oGCD's because they have a cool down, so they have to be more efficient with what else they've got. An efficient Scholar, as an example, might have to better manage and rotate their faerie/seraph skills and any damage mitigation. I might end up thinking about when I use Excog, I might think about when I might want to use Emergency Tactics or Deployment Tactics and then I might be more conscious about when I deploy Seraph. I might think about when I force a critlo. These are all things that WHM and AST don't have equivalents of. It'd be less thinking about where there is cross over, but more about how I am using it. Cross over isn't a bad thing, 2.0 SCH and WHM had some. FFXI SCH, RDM and WHM all had a lot. But it is how their other skills are used is where the uniqueness comes from, which I'd argue is missing.
And arguably this is where the problem lies. Those skills are practically redundant. Using them seems to be more to increase our down time where we can DPS, than feel a pressure or need to use them effectively.
Don't get me wrong, I also see the problems with the toolkit, but I don't think it's a wholly bad toolkit. I just think it's a hugely unsuitable toolkit that needs some work.
If they wanted to stick with the same healing toolkit moving forward, then they'd have to make it more useful, basically. If they wanted to persist with current game design and balance then the current healing toolkit is bloated and needs trimming - IE: see my rants about how BLU is more fun to heal because it doesn't have many healing spells.
On a side note. I keep seeing the controller player and AST one propping up. I'm a controller player and I don't get this problem. I wonder how many people know about Extended crossbars? Pretty much by holding down 1 non-awkwardly placed button you double what's easily/quickly available to you without page switching. As one who wants more DPS abilities on his SCH, I'm starting to feel SE should put this feature on default and give good instructions on how to use it so people don't complain about having too many abilities and give me back mine. :P