Ah, we get to your actual point- for all your bellyaching about personal attacks, you Sylphies always like accusing me of not being a "real" healer, of being just a DPS who wants fast queues.
I've played support roles in nearly every RPG, MMO or otherwise, that I've played since childhood. You know what healers spend most of their time doing in those RPGs? It's not healing. This is yet more "HeALeRs ShOULd HeAL onLy, it's in the name!" folderol. You know why it's okay that your healers have few attacks in single-player Final Fantasy games? Because they're lousy with buffs and debuffs that matter. Because difficult encounters are one and done, not things you do on repeat for tomestones. Because you have a whole party to manage, so you're not just spamming one attack spell over and over again; you've got another two or three party members to deal with. In more tactical RPGs? Oh boy. You've got buffs and debuffs along with a galaxy of other things you could be doing on top of that. Healing DOES happen. You keep your party alive, and you feel good when you do it. That doesn't mean you're constantly spamming Medica. It doesn't mean every encounter rides your healing resources to the bone.
Healers are fun because they allow you to multitask and make impactful decisions. Nerfing oGCDs to oblivion to "force" healers to spam GCD heals like they're "supposed" to makes them *slightly* less boring, but not significantly so. You're still barely making decisions. There's still very little variety in your gameplay. What Sylphies utterly refuse to engage with is the idea that not healing isn't something that evil mustache-twirling DPS mains masquerading as healers for fast queues enjoy doing. It's also the success state for being good at it. The reward for being successful should never, ever be Glare Glare Glare Glare Glare Glare Glare Glare. That's rewarding skill with tedium. It's bad. Game. Design.