I don´t know if you misunderstood my point or if you´ve a curios perspective on the current game.
I´m not asking for noodle damage. If it stays like it is, but tanks wouldn´t be so strong, then the overall balancing for incoming damage would be fine. DPS / Healers would still die to a 2nd aoe or so, but tanks wouldn´t sit on 5 stacks meanwhile playing yolo. That DPS would be able to survive those 2-3 autohits wouldn´t be a bad thing either. If they play it well, the healer is able to keep them alive, if they use their personal defs... why not?! It would be a thing for savage atleast. Normal content need to hit way more of course. But again, if they exeggerate it to compete with the current tank scaling, everything on healers / DPS will become useless and they couldn´t survive any shit without a good tank. This will cause a lot of cries about bad tanks, longer dungeons etc... I´m not even talking about "get ride of their tools", i´m talking about several mechanics / aoes should´ve a real impact even on tanks.
That tanks should be able to survive tankbusters and autohits when played correctly, of course... that´s why they have their tools. But if tanks survive any shit caused by tons of passive defensive stats? No way... armor-penetration would be a great thing on raidwides and groundpuddles. They shouldn´t have 5 or more "get out of the jail" cards while ignoring any mechanics out there. Tanks should pay the same as DPS and healer when they missplay stuff.
I don´t get your point with WAR´s single target heal... You do know about BW (RI)??? You don´t even need a healer in savage if you´re a warrior who use his defs correctly. This is a joke.
Of course such tanks nerfs + more hardhitting bosses wouldn´t change the healer gameplay drastically. But what do you actually want? Of course healer should´ve more than 1 button to spam, but their core job should be healing. Babysitting a tank or the group should be your job, not just using some aoe off-heals every 30s while spamming glare or other DPS tools the rest of the fight. And if GCD healing is a bad way to play as healer, i would recommend a DPS class, because the core-gameplay won´t change much as long as ogcd healing is that big of a deal.
So how about random damage across the group? More dispells once again? How about real ressources to care about? Maybe even less spammable aoe-heals to give "on point" and single-target heal, yes even DPS defs more impact?
A SGE could work around heat for example. Let´s say if you hold the heat between 30-80, you have automatically more spellspeed. If you overheat to 80+, your skills will automatically crit, but you need to cool down and can´t use anything but a cooling-skill until the heat resetted. It would be something to optimize, to take care about and to make use of when needed for healing / DPS checks thx to 100% crits.
A short idea, but would such stuff make healing more attractive to play around? Of course with 2-3 more DPS skills and not just ogcd and insta-healing... or would it just last in the same crying about "maintaining enoch, GL, whatever"???
Just some other damage skills and harder hits wouldn´t solve anything in my eyes. The game forces a static rotation or simply "burst-skills into raidbuffs" too much. On top the fights are way too static to play with the strict timings, so any job will do the same thing at the same time over and over again. If healers would´ve something to take care about, if tanks wouldn´t be so insane strong, and if fights would´ve more random mechanics, debuffs and damage, then things would look way different. But that´s just a dream, which will never happen. Atleast P3s goes a bit into the right direction with its fast procedure and DPS which have to take care about something finally.