Sorry, didn't know about editing posts to bypass the limit.
I said that healers aren't just 12111 bots but that doesn't mean that applies to every fight in the game. There are some fights where they are but not all. And one reason why E12sP2 doesn't have much healing is because half the fight is just relativities with the delay mechanic which forces all the damage to hit in one burst at the end of each relativity. And the damage in between got shoved into Terminal. The overall HPS required is still pretty high if you include the enrage. E4S kind of had a similar problem where a big chunk of the damage got shoved into orogenesis, but phase 1 at least was fun to heal.
Yeah gear creep is dumb. I think gear's VIT and defense should be nerfed. At the same time this is Square's solution to help casuals clear, so it's not something you can nerf too heavily. I think offering rewards for min ilvl clears is the best solution, making it optional for those who don't mind the challenge but don't have enough time to raid all day week 1. Either that, or make vit lower the duration of your weakness debuff which makes it easier to beat enrage even with deaths without lowering the healing requirement.
Solo duties are a joke, I don't think anyone really cares about those when you only have to do them once. Dungeon damage should be increased, the autos tickle even when mass pulling. Levelling dungeons like bardam's hit pretty hard but expert roulette stuff doesn't.
I don't think you should include pre-stormblood stuff as those were balanced around having cleric stance, with a main healer and off healer. And what about midas? Was J-wave not hard to heal? In ARR a lot of healers were just standing around doing nothing anyway.
It seems that SE wants damage to always be tied to mechanics. You won't get a raid with almagest ticking the whole time just to push up healing requirements since that isn't really a mechanic, just a healcheck. TEA's nisi was kind of like this but the damage it did was trivial so it only mattered during photon as it forced you to shield beforehand. More damage means more mechanics which is why it's possible in fights like TEA's living liquid but savage can't have that frequency of mechanics, at least the first few floors.
As for adding separate damage buttons, I think a 1-2-3 combo or just having more dots is pretty boring. AST is in a good place right now as the cards offer a lot of room for optimization and stuff to think about while you're pressing malefic. WHM to some extent is interesting due to lilies being tied to movement but SCH suffers the worst in this department with having almost nothing to do while broiling. But I can't really say that all healers are just 12111 when there are only 3 healers in the game.