Ultimately it'll boil down to two options:
- Increase healing uptime
- Improve healing downtime

Given performance in this game is measured by rDPS, improving the healing downtime ultimately is a DPS goal. Increasing healing uptime means we can make full use of our healing kit more, because the content doesn't match our kit. Increasing healing uptime in a meaningful way would be a massive undertaking IMO, because it's not just a case of potency adjustment but one of mechanics.

I favour a combination of the two options. They can increase healing uptime in content where it's sensible to have a higher difficulty spike and healers should have to react to healer-specific mechanics. But, it's not viable to do this for all content, especially if you want it to be accessible. That's where having better DPS options comes in, because experiencec healers can break up the monotony and it's a reward mechanic for being a good healer. But it is a secondary objective that's not needed for the vast majority of content so your newbie healers and less skilled healers don't have to focus on it. And in a way, it helps resolve the "we should heal more" and "we should have better DPS options" debate, whilst I would like to use my full healing toolkit in all content I do, I know a compromise is needed for accessibility, but we need a compromise coming the other way of "give experienced healers something to do" and DPS is the way of doing that whilst respecting the game's existing design. Alternative options technically exist, like SW:TOR has, such as different forms of crowd control or like FFXI has and that's have a variety of buffs and debuffs, but these don't have much use in FFXIV's design unless those buffs and debuffs affect DPS, like AST's.

I also feel there is another problem in understanding exactly how the healer balance affects things. One perception I've seen and I think perhaps the devs share (judging by their choices) and that's "more healing actions and fewer DPS actions means less DPS focus, more healing focus" when it's actually the opposite unless the content is adjusted to match, which it isn't. There is also the complaint people have of "healers who don't heal", however, I am convinced current healer design makes that problem worse, not better. It used to be we could blame Cleric Stance and then it seems it was perceived maybe the DPS toolkit gives too much to focus on. And now with a barebones DPS kit I think I am seeing the complaint more. And I attribute this to tunnel vision, because I know I've experienced it and found other healers who have experienced it, it's those moments where people go "oh shit, I forgot I was the healer". There's two culprits for tunnel-visioning, one is the monotony of a mostly single-button spam, because repetition does that and the other is a low healing uptime.

With regards to tank healing, although my natural response as an exasperated healer main was "really? So I heal even less now?" But I don't think we should scapegoat the tank changes, especially as I know WAR's love Bloodwhetting and I actually thought of Living Dead's changes as positive ones, because a) it makes it more viable for DRK to use more and b) it removes Living Dead from the equation in healer discussions (as an advocate for more shield healing and less pure healing on shield healers, this was an issue). And it's not the real problem or the core of the problem here.