To some, yes. There's a reason I find GNB to be more interesting than current DRK, and old SB DRK more interesting than that. Rather than 1-2 1-3 1-4, it was the reverse for GNB, 1-4 2-4 3-4 cos of Continuation. You can see when you go into lower level content and lose Continuation, Gnashing Fang does not feel like it flows properly without it. Now they've changed it to just be one button instead of 3 for the GF combo, but it still has the 121212, compared to say DRK or WAR's 111 of FellCleave or Bloodspiller spam. Similarly, WHM used to have Fluid Aura doing OGCD damage every 15s. Having that back would be cool
The part about SGE identity and WHM identity (simple healer, focus on powerful direct healing), the problem with the SGE idea is that it's not the players that gave it the 'DPS oriented healer' moniker first. It was Yoshi-P, recommending people who enjoy 'doing damage as healer' to try it because 'it has ways to heal by doing damage'. We now know that 'ways' meant 'Pneuma once per 2 mins, and Kardia as targetted Embrace', which is a little disappointing to some. If they had announced that it'd be simple and effective to play, a lot of the more hardcore players would have been able to go 'I'll just stick to SCH cos ED optimization is my jam', and less upset would have occurred. It's the misleading/mistranslated 'it heals by do damage' that caused disappointment. I reckon if you were to whack my SGE 'it heals by doing damage, but like, for real' design into the game people from all skill levels would love it, but I might be a little biased on that one.
I agree with Skel, the best chance you have of getting the majority to 'accept' a healer being 1 dot 1 nuke design would be adding a new one, and setting the identity as such from the announcement. I'd accept an announcement saying 'this healer has one dot one nuke', or if the same were to apply to a Tank. I'd be disappointed that it's not my jam sure, but at least I'm not being misled about what to expect from it as I was with SGE. I'd just level that new healer to max and never touch it again, as I do with some other classes in the game like BLM or BRD or MNK.
Previously mentioned SGE design has solutions for exactly these points,
1: Toxicon is fully reworked to be a different, more integrated system for damage, and the E.Diag/E.PRog proc is changed to 'grants one free use of Phlegma'. Reduces the DPS loss from 330 down to just 60, which is probably made up for by using it inside raidbuffs.
and 2: Several ways to augment Kardia are suggested, as the main gameplay interactivity. Name of the game is 'how can I best use my MP to augment Kardia, in such a way that I can keep my team alive BY DPSing, rather than alongside DPSing?' AOE Kardia is one of those augments because that fruit is so low hanging it's touching the floor