10/1 - Job Identity and Healing potency are not mutually exclusive - if there's barely difference in job identity, any why would you bother to have separate jobs? Likewise, there should be a sembalance to healing potency with what they can do that can still match up to everyone else in their own way where it falls within their job identity
3 - If you have no mana management, then clearly everything else doesn't matter. Healing potency potential means nothing if you have no mana to use it. ASTs especially.
2 -Mana management tools & OGCD healing spells are also not mutually exclusive since both are important to controlling mana.
7/4. The number of buttons to press and the amount of thinking required changes a healer's gameplay drastically during execution.
8/9. This should be taken into consideration only after gameplay is fun. The first couple are overall healer requirements to a job & playstyle to exist and function. DPS shouldn't be a primary focus for a healer, but it also shouldn't lose emphasis because of downtime and variety in the kit of a healer. Simply put, this solidifies the feeling of a fun playstyle by expanding what it can do in downtime.
6. For mechanics after starting to consider gameplay of the healer and taking into consideration of OGCD abilities
5. This has nothing to do with gameplay and is an aesthetic choice. This can always be adjusted so the impact of the effects go through, but the if effects and gameplay are all lacking initially, then this would be the worst to have as its primary focus.