I won't reply with a quote because it would take far too long. Here's the thing, there are two solutions to current healer design. 1: Go back to how healers worked pre-ShB. Each healer has a comparatively in depth DPS rotation with more unique healing actions and fewer overpowered spells like pneuma and macrocosmos and redundant actions like haima/panhaima, cure/cure2/solace benefic/benefic2/aspected benefic/ED etc. or 2: Rework all content by radically increasing incoming damage in all content in the game so that healers are actually required and forced to use their toolkits in all content ever implemented to avoid difficulty spikes. The only one of these that is even feasible is option 1. Reworking every FATE, dungeon, trial, leve, raid, 24 man and most savage encounters to require healers would be more work than it's worth. The best option is what we had before 5.0. And here's the thing, even in other games where damage is CONSTANTLY hitting every member of the party and you will die without a good healer (even in dungeons) such as wow, healers have far more in-depth rotations than healers in 14.