lol no obviously not I don't frequent these forums often for my own sanity. lol I digress but at the very least I appreciate you enlightening me on a couple of examples. I am aware of those two games but I've only played SWTOR as a Sage.
Which is ironic because Sage has multi dots for damage. To answer your question why take the same approach for every healer I wasn't I was more or less fishing for what people actually want... This is more so why I left it open-ended - Also because I like dots it gives people something to manage I figured players would appreciate something to manage. In most cases now that we have a bit more clear baseline I'll include WoW as well. Generally, a healer DPS involves the following. A couple of dots, big ogcd/long cool-down abilities, and filler. (some have some stack management for some bonus effect)
That being said - You can't exactly have 4 completely* unique healing classes without them overlapping each other and running a game it's not very practical. My issue would be ultimately the same as your concern which is button bloat and extra buttons introduced mindlessly. You only have a few options you can go to before you get similarities since we're all casters. Going back to of Swtor briefly though I know that combat medic and sawbones scoundrel are more unique they all sort of play differently and aren't all casting types in the conventional sense. Then there's also GCD and encounter design to consider. Even in SWTOR I found it to feel just a bit too clunky for my taste so I see the utility of changing a 3 button filler rotation to just 1 button if it's not gonna change much and my primary focus is on healing. :/ specially if the time between spells is so long it would feel the same to me.
It's not that I am against these things but the implementation I just don't see how it could work. I also don't really agree with things being boring to be quite honest. If people are bored or not engaged with the game that surprises me.