Healers have always been in this awkward spot.
Primarily due to how encounters work alongside the throughput on oGCD healing skills. I.e. Since outside of leveling dungeons where people can pull 5-10 packs of trash at a time, damage output from enemies comes in the form of periodic, telegraphed bursts. To which, a simple oGCD will fully counter.
This leads to the Healer gameplay being 99% DPS and 1% press an oGCD button.
But in order to stop the meta being 2 tanks and 6 healers, green DPS get crap damage numbers on their offensive skills. Leaving healers with a boring af rotation, which kills really slowly in any kind of solo content (Such as MSQ... Though at least MSQ required enemies are often like 40% squishier than overworld enemies of equal level)
The answer to this particular conundrum is not very straightforward either, since each potential avenue has its own drawbacks. For example:
Increasing sustained damage output to require more healing on tanks outside of Tank/Raidbusters simply causes healers to spam 2222222 instead of 1111111 where 2 is your weak heal GCD instead of your filler damage skill.
Increasing the complexity of healer damage rotations can have adverse effects in difficult content, where they have to deal with mechanics AND watch out for allies who might mess up and need healing.
Shifting healer damage towards party damage buffs that use GCD's to maintain, continues to make solo content as a healer feel like absolute trash.
Honestly, at best, I can maybe think something like increasing the sustained damage from enemies, in combination with mechanics similar to WHM's Blood Lily, whereby comboing together healing skills can allow healers to perform some nice damage skill(s), perhaps also with the reverse too having offensive skills combo together to access some nice utility/healing skills (Such as getting a thicc shield to apply, or an extra long Regen). Allowing for some small manner of complexity and DPS increase without going overrboard.