From this update, it seems clear to me that they specifically buffed PvP WHM to be the "pure" healer - the job that actually has big healing numbers and is offensively capable. Cure II getting a 4k increase to 16k - so that's actually an 8k increase by having 2 charges. That's very significant.
They nerfed WHM's overall battle control (Miracle of Nature nerfed), but it won't matter too much since you can always Seraph Strike your way in. WHM is pretty much a Battle Angel at this point.
PvP SCH getting a nerf makes no sense in comparison since it weakens both their battlefield control theme and their pressure. They already lack healing output and Crowd Control effects, so this is a huge nerf for them.
??????????We have changed the card actions used by astrologian. The Spire's dependency on luck stood out to us, which is why we replaced its effect with a more straightforward card action. The Ewer, while effective, was only useful in certain situations, which is why we replaced it with a card that can be used in a variety of situations.
Spire's dependency on Luck stood out, but that's what also made it great. In times where you're not directly in combat, you can draw it to speed up LB generation - giving your team the advantage in the long run. If you drew it in combat and the LB bar is almost full, it could directly tip the scales by giving LB earlier than when the opponent least expects it. It is a good card and fun to play around. It's very strong, but takes time for the effect to fully display itself. There is a value of rewards to drawing it and surviving long enough to utilize it. This is a gameplay design choice that makes AST fun in comparison.
Ewer IS always useful - as long as you were in combat, holding Ewer and even using Ewer will directly improve a party's survival because it gives every player more recuperation charges. Plus, both Regenerating MP and increasing LB generation feels very unique - which creates more dynamic gameplay for allies to take advantage of the toolkit. Replacing them for Bole feels very terrible in comparison since it's just a generic mitigation skill. Feels like homogenization and sharing a similar toolkit as the SCH (Expedient).
If anything, Bole would have even less effectiveness - because you wouldn't gain anything from using it out of combat. At least for Ewer, it can still improve MP recovery so players don't have to waste time standing still and using Elixir -- thereby increasing their overall time to go back into combat. That makes both Ewer and Spire always useful for both Frontlines and Crystalline Conflict. Ewer and spire gives a lot of time flexibility before, during, and after the fight. Unused MP is still MP that can be spent later. It's a great resource to use. Bole does not give any of that flexibility. This is inherently due to the design choice of limited healing charges, limited damage skills, but high yet unscripted damage due to low cooldowns and high potencies per maximum HP of a player (the exact opposite of PvE gameplay). Bole can be useful here, but it will never be as useful as an Ewer in terms of raw flexibility and effectiveness for this very reason.
In retrospect, AST's original effects were more ephemeral, but very impactful - which definitely separates its healer design choice from WHM, SCH, and SGE. Having AST be straightforward and revert to a more ShB-themed incarnation feels very lackluster in comparison since it looks more like a generic healer now...
Arrow is more of a mixed bag. For some fights, having Arrow is more useful (RPR Plentiful Harvest will now go on CD Faster), but at the same time, Arrow will definitely desynchronize the DPS toolkit to a certain extent and break job flow- which can be dramatically worse when using everything for buffs. I will have to try using Arrow out to see. Feels like a significant downgrade to both gameplay and lore for PvP AST though.