What I was talking about with "revisions" was stuff like adjustments to energy consumption or energy regen. Those are usually the bugbears with that sort of system.
If I understand what you're saying, the standard healer stuff (Basic Potion, Advanced Potion, Remedy Syringe, Phoenix Pinion) should solely interact with Energy but not have anything to do with Primers. I guess mechanically this could make sense, but on a concept level it stretches things a bit.
That all said, I don't think comparing AST cards to SCH shields/fairy is a fair comparison. The former is a gimmick, the latter is a gameplay element. AST losing the cards might yield some grumbles from AST mains at most, but SCH losing shields/fairy would make it unplayable and require a major redesign of the job. My goal was for the latter through the synergy between regular heals, Primers, and Catalysts.
My clashing with the way the devs do things shows in my saying this, but giving up because Mix could not be implemented as an ability does not count as "having tried it". By that logic SCH should never have come in because it would need to have Study/Peep/Scan or it has no identity. And that's obviously not what happened; the job was adjusted in accordance to in-world lore and given shields and a fairy. Seeing that other job gimmicks have seen mixed success (Jump, Black Magic and White Magic being the successes, Cover and Throw being among the not-so-successful), I'm of the opinion it's not something to get hung up on. Should we/the devs try to make the gimmicks work? Definitely. Should it be a stopping point in development if that doesn't work out or can't be implemented? No, it shouldn't be.
The balance thing is either an excuse or a sign that the overall plan is to shift the design paradigm of healers before a new healer is introduced. I don't mind simplistic healer design, but seeing how certain jobs have been left with barebones systems (AST cards) or shit that's incomplete (Selene serving no purpose in current SCH design), I lean to the former. I also consider it a consequence of designing two jobs per expansion; with that formula you're gonna have someone left out, and with DPS players outnumbering tank and healer mains it not gonna be them.So, by the time 6.0 is here, it will have been 6 years between healer releases. That's assuming a healer *is* released in 6.0, which isn't a guarantee. 4 of those years will have seen SE going "but we want to balance the existing jobs before adding new ones." Do you really want to make that 8 years, with 6 being chasing balance? 10 and 8? Where do we stop?
The game's already spending a pretty significant portion of its lifecycle with no new content. And if you spend forever chasing the perfect incarnation/balance, you might never add anything new. Every argument against adding a new healer could be applied to adding a new tank, but we still got gunbreaker. And by all accounts, some people very much enjoy playing it.