The problem is that the class design hasn't satisfied 'combat medic' players arguably since SB and certainly not post SHB's launch. IMO it doesn't really satisfy anyone the moment they start paying attention and memorising fights. Saying this is a combat medic vs actual healers thing is completely missing the point.
I'm quite willing to bet that a healthy majority of the old school healers here arguing for more DPS complexity would happily jump at the chance of getting HW era healing back if it was coupled with the HW's monster damage output as well. Would they be willing to take it back if it Cleric Stance was dropped in favour of a few highlight reel abilities from recent times such as Macrocosmos and 6.1's Lilies? I'm not sure that would be such a strong response but I'd certainly take it.
I 100% agree that I'd love to see more healing across the board but I think some complexity should be added into the healers downtime kit regardless to make solo content or duties like Aglaia a little more bearable as this is really where things are at there worst now IMO.
Understand that more buttons doesn't just equate to generic combos, ironically if we do get any combos, I'd actually prefer them to be pvp style auto combos that simply break when anything else is used to avoid button bloat (granted I admit I'm probably not the majority here), it's more about making the downtime more engaging and having us think a little. Multiple dots on different timers worked just fine for years, as did niche or quirky abilities and buttons such as fluid aura, miasma II, aero III etc. Another route is process. DNC at it's core is barely more than a combo, but it's layer upon lay of proc systems coupled with a big 2 minute flurry seems to keep it well liked. A greatly simplified version of that would do wonders on one of the healers no?