FFXIV has a completely different approach to combat than SW:TOR, WoW, SOLO and similiar games and they doubled down on this over time. And that is a huge problem with current healer design: it doesn't reflect encounter design AT ALL.
Damage is predictable, with large gaps between two hits and generally fairly low - yet healers are designed in a way that would be fitting for a game with constant damage, random spikes, heavy heal checks and so on. The absolute majority of my hotbar is filled with so many heals I never or rarely have to use because there is just not enough damage incoming.
It has been like this for years, the vocal community wanted to see it changed for years yet in EW we got more of the same and are still left with an overabundance of heals while encounter damage is laughably low compared to what we can do.
Our toolkit would work beautifully in games with high and sustained damage but only a handfull of savage or ultimate bosses ever test it in that way and if so, it's the or one of the last mechanics that gets skipped. And in DF you never see anything like it and are left with too many and too powerful heals that are for the most part disconnected from one another.