Triage healing works in other places because the game engine can actually keep up with the quick-reaction demand that 'triage' is at it's core. If you see the tank get clapped by a TB down to 20%, and a melee DPS happened to get clonked by it, and both are bleeding out to the attached DOT, FFXIV wouldn't allow for the quick decision making of 'I'll let the DPS suffer for the one GCD of cast time I'll use to keep the tank up, then Tetra them' or 'I'll Tetra the DPS now, and then cast time Cure2 the tank, and hope the tank has enough sustain/mit left to keep themselves up till my cast finishes', because every action in this game's crusty engine doesn't actually register on time, 'Bene lag' is the prime example. It'd be cool to have actual 'triage' situations, but the reason it works better in, say, WOW, is that AOE healing is not plentiful. It's either kinda weak but spammable, or has some internal CD like WildGrowth, Circle of Healing, Dream Breath, Spiritbloom, PowerWord:Radiance, etc. In order to have a similar environment here, Medica and it's equivalents would need to have a 10s CD at minimum.
Maybe they could do it with a hacky workaround though, some kind of debuff that means 'only single target healing affects this player for X seconds', then have it applied to, idk, 2 DPS while they get clapped by adds. At the same time, have both of the tanks be getting slapped around by hard autos from the boss. Now each healer has to handle one tank and one DPS, with single target healing. How long can they leave the tank alone to selfsustain? Is their 120s like Vengeance up soon to help mitigate? Is the DPS actually going to bother using Bloodbath? etc. All of this is kinda pie in the sky thinking though, as a key part of triage is that you can't save everyone, every time. Sometimes you have to choose to let the DPS die, to keep the tank, and therefore the pull, going for a little longer. And I feel like 'the healer purposely let X die', regardless of reason, is just gonna generate animosity, especially in a game that's used to healers being HPS demigods who can, in some cases, keep party alive without even intending to, because of incidental healing like Assize or EarthlyStar going off
As for HPS pump requirement phases, personally I think the 'more HPS requirement' of this tier was fun in a way. Keyword, WAS. For starters, it was mainly 'you need more mit on raidwides' which was a little bit /shrug, especially if you're the Pure Healer, not much changes. I've said in the past, imagine if P7S had the front/back fist slams do proximity damage, but the bleed is removed from Spark of Life. Less damage on Sparks, but way more frequent raidwides. Enough that the OGCD kit might not actually cover every single one. Also thanks to the passage of time, I'm BIS, everyone's BIS, we're back to outgearing the fights. The tale as old as time. And no matter how many times the tale is told, the ending is always the same. Can we take a leaf from the Minstrel's book, and try a DSR-esque timeline change, to a future where we didn't lose our damage skills in the jump to SHB. A future where WHM has Glare 4, Dia 3, Dia 2, Banish, Misery and the fixed lilies, Assize, maybe a way to proc an empowered Holy that does 300% damage, so it's a gain to Holy in single target, etc. Or SCH has like 7 DOTs like that one time in ARR. Or SGE is the Disc Priest equivalent a fair number of people had hoped it'd be.
A future, where the job design team sat down and never had to say 'hang on, we give tanks new DPS skills every expansion, we should do that for healers too', because it was understood to be a given, a 'blatantly obvious', that the two non-DPS roles should have equal amounts of DPS skills added with each expansion. That it was an inherently understood tenet of design, that if tanks get Primal Rend, or Inner Chaos, or Confiteor, or Blade of Blade, or Double Down, or Shadowbringer, despite being 'not a DPS', then it only makes sense that WHM would get Purgation, or SCH would get Meltdown, or AST would get Comet, or SGE would get... whatever they'd get (idk greek medical terms). A future, that, if it were possible to experience, as we do the alternate events of DSR, I think a great majority of players, from all skill levels, would say 'actually this slaps can we have this instead'.
Maybe they should do a PTR with some changes to try out, for people to give feedback on. Changes are hard to give feedback on without having it in your hands to mess around with, certain things like 'is this fluid' or 'is this clunky' can't really be interpreted from patch notes. So if they had a PTR of sorts, with a change like, idk, Taurus's AST changes, for people to try, and give feedback on, I wonder how many people who originally insisted 'I don't want healers to change at all from current' would think 'actually this isn't half bad, I quite like the gameplay for this class being super buff-heavy, I really feel like I'm empowering my team!'
Bye, hf with the 24man and stuff