Sure, they might not know why more veteran players are yeeting heals into the overhealth abyss, and might not therefore copy that well/sensibly/directly, but it's still going to be confusing for them if every GCD heal is DPS-neutral but through bankable refunds that then get spent during damage amp windows and therefore creates this really twisted up optimal play that they'd have to figure out at some point to progress deeper into mastery.
And in the meantime, precisely because wasteful healing to prep damage is unintuitive as all heck (especially when it's not simply an exact analog of any other source of [already bloated] free healing), it's only widening the gap (and suspension of otherwise more reasonable instincts) between new and veteran players.
I don't think true DPS-neutral heals outside of CDs are a good thing.
Some refunding? Sure. But not outright lossless casts.
:: And ideally (to me), incoming non-burst damage would be higher and oGCDs and Lilly spells (unless we wanted specifically to give WHM an MP advantage for "prog champ" status) both would have MP cost enough that there wouldn't be any wholly "free" healing anyways that WHM would need to match up again skill-per-skill.
I could have sworn they (Yoshida and Starfox, in one of the first LLs) noted exactly that factor in explaining why we were seeing double-SCH so often even in T1-4 (rather than only as a fix to Infirmity in T5, since Lustrate at the time healed for 25% HP regardless of anti-healing debuffs). Since SCH had effectively auto-regen and a much less wasteful 3/4s of a Bene every minute, instead of 1 per 5 minutes... yeah, SCH was kicking WHM's butt overall simply because WHM had to drop significant damage (and mana) to do any healing while SCH didn't -- i.e., a gap in oGCD output. It wasn't particularly unknown or undiscussed even back then. It was ostensibly part of their reasoning behind adding Tetra and Asylum (or simply, a greater increase in oGCD throughput to WHM than to SCH).
I think the problem is the Devs, as we all seem to agree, don't see "lost damage GCD" in the way the playerbase does. They don't see GCDs as a resource/meta-resource. Misery just turned out to be a happy accident, it seems. Does explain why it took them so long to make it damage neutral. They didn't get that was the calculation players were actively making.
They STILL seem not to, exactly.
And, because nontraditional compositions were also more common back then, it seemed like, if anything, people were more aware of this idea that the point of healers, and even healing itself, was ultimately clear speed (via cheese, permissible uptime, etc.) instead of solely reliability.