I'm new to the game, a filthy casual that plays for the story, crafting & fun side activities, and only experienced extreme content, perhaps getting into harder stuff later. All the group content has been through random queue / pug / pf.
So far, I've found playing a healer has been challenging, much more than being a tank/dps. As a healer, I can't control how well the other randoms play, but it's my job to keep them alive. (I've had tanks that chain pull in leveling dungeons, wipes in stone vigil, or entire party failing mechanics in extremes etc)
If its a pug with good players, being a healer is very smooth, people avoid avoidable damage, you rarely have to extra heal or rez. But if you have half the group constantly taking avoidable damage, it's.. challenging.
I can imagine you and your elite static, doing things near perfect, and as healers, you & co-healer only have to heal at various timings of the encounter, and not because a joe smith and jane doe ate huge avoidable damage, constantly.
And therein lies the problem. There's almost no middle ground.
Because of the way encounters dish out damage, and most are designed to be avoidable as a test of player skill, the gap between what a healer needs to do to clear said content is massive, entirely dependent on 3-7 other players.
Once you understand this, you realize it is very difficult to find that balance in healer design to cater to a wide range of players.
For example, some of you want healers to heal more, dps less, and one may think they should just make encounters throw out more unavoidable damage, or perhaps more random dmg. That will certainly force healers to heal more.
But is it rewarding to the other players?
The core skill-test in 14 encounters is positioning, timing, avoiding avoidable damage. Players feel rewarded when they manage to avoid that puddle, or resolve a mechanic to avoid massive busters.
The more unavoidable damage you throw at players, the less "skillful" they would feel, and the less rewarding the fight becomes because its now testing the skill of the healers, and not them.
It also keeps the content interesting longer for everyone else, as while they can gear up, get bigger numbers, more hp, if they are not playing well, eating avoidable busters will still get them killed. ie, over-gearing does less to reduce the skill requirement, when most of the incoming dmg is based on clearing mechanics.
This is precisely why encounters have some timed unavoidable dmg, while most are avoidable.
The negative side-effect is if your group plays really well, they avoid so much damage it leaves healers with.. glare/broil spam.
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