To make healers required they can do a few things:
Scale values on difficulties! Mitigations on normal mode could be 10, 20% on hard. etc. This automaticly also makes the skill required for good timing on them higher on more difficult duties. A good example where this works is for example in borderlands. Slag in that game gets boosted on UVHM (normaly it adds 100% damage, then its 200% for any non slag weapon. With a bonus of 50% for overapplying of slag). It realy brings the focus to having a dedicated slagger in the team, or spread this aspect since in UVHM it essentialy is mandatory. In that game there is no dedicated healer though, but most classes can talent into slagging at some point.
Add more consistent waves of damage from bosses. The current spikes with long delays between them make self sustain too effective. By making the enemies do more consistent damage, jobs wont be able to sustain themselve anymore. It gives the healer more teammates to target, and by that reduce the need for constant DPS.
And adding to that: Give healers boosts when the team is at full/high health. This makes an efficient team boost the healer, while a less effective team can get healed. This can be done by extra abilities, or just dynamic potency values. If for example broil would deal bonus damage equal to the total health of the team (as percentage), you can create a more dynamic state for the healer in which they are effective.
For example: 200+(totalteamhp% / 4), which can be worded as: 200 potency + 1 for each 4% of health a player in the party has. Which enables a potency value of 600 in trials. And these values can also be scaled on lvl.
It might not work for the most optimized teams on that (which is still less than 1% of the players), but in turn, balance generaly breaks with such teams anyway.
Adding a button to the healer dps rotation on that could add more variety in button presses, which is a diffirent solution for the more effective teams, or lower difficulty dungeons. Giving some rotation here can even enable a few more effects (ie. 2 dps buttons allow a 3rd ability which allows you to heal a teammate, and apply bonus damage towards his next attack).
But in the end, if teams can simply dodge most damage, healing is generaly going to be reduced anyway. Something that in trials and later dungeons to some degree has been improved, but is still a key aspect in balancing healers. If all damage is avoidable, the need for a healer is also avoidable. This is still the main issue.


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