I think the name of the thread might need to be changed because it implies savage difficulty in general is too "easy" for all jobs when the intent is to talk about healers.
p4s diagram video. On the upside it's indirectly supporting content creators, but on the downside these content creators are only making these videos because the game is omitting a critical in-game system.
If they created visual markers for the savage fights, it would greatly help with balancing out the difficulty from both the developer and player aspects. The healer problem is because the fights are putting the challenge on people blindly figuring out the mechanics so they don't get hit, which means you're either doing an overwhelming amount of work on healer or doing an underwhelming amount of work on healer. Especially on fights like P3S where its like if no one dies healers have barely anything to do, but if one guy dies it turns into a death / raise katamari Damacy while your party is wondering where the heals went.
So ultimately, the only fix to the healer problem is to start really building out fights with the intent that people can learn them in-game. Yes there's going to be criticism from people used to blindly dying to things they can't see, but in real life, I'm not wearing a blind fold while driving in traffic or trying to get out of my garage. I mean, yes eventually you would learn exactly where to stand even blind folded, along with all the steps needed to turn on the car, open the garage, and get out onto the street. But the reality is we don't intentionally wear blind folds. A more realistic scenario would be having heavy fog while driving on a road. You'd still see things, but you have less time to react.