Whew, God do I hate this post limit. Here are the compiled replies from my edited post that I was using earlier because of that. Apologies if it's long winded, it's several hours of discussion.
As I said, you have four different gameplay options if you want to play the Tank role. You have one if you want to play the Healer role.
It would take minor changes to the defensive toolkits of DPS jobs to facilitate the removal of healers - But to facilitate the removal of tanks, you'd have to rebuild almost all of the game's content. Though I may wish otherwise, they aren't comparable.
As I already stated, the encounter design of the game does not necessitate the existence of a dedicated healer. With very minor changes to the defensive toolkits of DPS jobs, healers would become entirely obsolete.
I never advocated the removal of any one job, but the role in its entirety. You can keep playing White Mage, Scholar, Astrologian, Sage... they just won't be healers that are forced into parties that do not want them.
And all of them play exactly the same. Point me to the healer who has a radical gameplay departure from "Press 1 button, then press another button for 27-29 seconds" and I will concede my entire point and admit that you are correct.
[1]Universal action: Remedy. Removes a single detrimental effect from self. 20s CD.
[2]Universal action: Standard-issue Potion. Restores own HP, 2000 potency, increasing up to 4000 as own HP decreases. (should be about 25~50% of HP). 3 charges. 15~30s recharge (Adjust as necessary).
[3]See above.
[4]Healing debuff expires before you actually need to be healed for the following mechanic. See above.
[5]See above. If you actually knew about the mechanic you'd know it gives you a healing output buff, there's no reason that wouldn't affect this.
[6]Exactly! Good to see you understand, friend!
And just as a freebie, I'll throw in a problem you didn't address: What about deaths? In standard group content, all players receive two stacks of "Reraise". Each stack allows you to resurrect yourself upon death and gain weakness, as if you were resurrected normally. Any further deaths will necessitate the aid of another player, such as through Verraise, Resurrection, Arise, etc. Leaving combat replenishes all expended stacks of Reraise.
Not further responding to TabrisOmbrelame unless he starts demonstrating an ability to fully read and understand the posts he responds to.
You know, Ransu, why don't you share with the class how you're finding this information? Why don't you tell everyone where you're seeing this. Go on, share with us. Do it. I'm sure it's perfectly legal and in keeping with the TOS, I mean, why wouldn't it be? Haha.
Well, I thought so at first, but upon considering how the issue can be solved, I genuinely believe that removing the healer role is the easiest solution to the problem that preserves the identity and spirit of the game. Which speaks more to just how absurdly dire the state of healing in this game is than anything else, but oh well.
Can healing be fixed? Yes. But it'd be a massive undertaking from the developers that would require both changes to the design of encounters in the future, likely the reworking of existing encounters for parity's sake, and a complete overhaul of the entire kit of every Healer job. The simplest solution is to give Healers the "Calamity treatment". Burn it all to the ground and start again with a different outlook.