Yes, those are good points. I wasn't forgetting to mention those on purpose they've been brought up already. The idea was to give people more self heals to circumvent the need for a healing role.
But more so I was saying before is you're weaving in these instead of doing more damage. Only the first two are self-healing based on dealing damage at least. Bloodbath is a bit of a meh because it really doesn't do enough to the point where you could say it's circumventing a healer, and you do have the caveat of needing to still be doing damage to the boss for it to be useful. Imagine a world where you pressed it right at the same moment you have to go avoid something. That healing becomes worthless.
Curing Waltz is just a good group healing ability for utility. It has a very small range but it's useful. Good for stacks I reckon. 60 second cool down is very perilous in a world where you need to do that more than once, unless we're class stacking dancers, so choosing when to use that heal is a big deal iunno (never played Dancer) I do know they are on the lowest end of the DPS role spectrum.. Showing at least there does have to be a sacrifice for that utility. This is more to my point that Healers are taking the DPS loss to support the group by design.
And Warriors...
Do you have any idea how grotesquely overpowered this job is? (don't get me wrong I love it but) You can't just pit me against this insane juggernaut of self-healing and tell me this is the way the game should be?? *Pinch Ears*
I'm like the bird picking off ticks on the back of a hippo with these guys. It's the one Tank out of them all that really doesn't need anybody else. When I talk about the game turning into a pseudo weird solo game where you don't need a group, I just imagine every job playing like Warrior in some way. But that's sort of the identity of Warrior just being this big barreling towards you unga bunga berserker.