I don't believe that the only solution to good healer gameplay requires converting future content into attrition healing while abandoning all existing content, nor do I think having a more GCD focused resource system is inherently negative. We do need changes, but there are things we can do within the encounter design model that can create a far healthier environment for players of all skill levels.
First, I propose a phoenix down rework. You can hold more than 1, can use them during combat with a 2 minute cooldown on the GCD, they do not share a cooldown with other items, and they have no cast time. Additionally, phoenix downs cannot be used in high end duties, and the option to disable them is added to the duty finder settings. Once per day, you can claim 1 for free for clearing any roulette. There is a palpable pressure on healers to not fail in group content out of fear of dooming the other members of their team, or force them to clear with 1 man down. This also means if this pressure is factored into the difficulty of the healer role by the design team, that they can now more comfortably increase the skill ceiling of healers.
Next, we increase the frequency of damage taken within the current structure of how content is designed, this includes everything from dugneons to savage. Right now, too many bosses won't even deal unavoidable damage to the party more than once or twice during an entire fight, meanwhile healers largely generate free healing resources every 20 seconds, lilies, addersgall, aetherflow... I've been watching some old videos of A4S runs, such as this one, and while A4S is not the best example of good fight design, I do want to note the regular appearance of orbs that must be popped and the use of untelegraphed damage through Laser Diffusion which randomly hits different players throughout the second half of the fight. In easier content, the damage dealt by these types of regular mechanics can just be chip damage, maybe around 10% of any player's HP or so, but can add up slowly while giving healers more things to actually heal.
I'd also want to see more debuffs come into play that offer healers a decision to make about how to handle it. Take Disease for example, a debuff that reduces the amount of HP restored to the target. It can be healed through, or removed through Esuna. By having this occur frequently in everything from dungeons onward, it creates more opportunties for healers to find their own path through a given fight. Doom I would also include more often, but change it so that every instance of Doom can either be Esuna'd or removed by healing the target to full. This makes it easier to resolve for any healer, but also creates a choice for the healer.
Lastly, I'd rework the healers to have optimized gameplay be about maintaining DPS uptime. Standard heals should feel powerful to use, having no MP cost, low or no cast times, and no cooldowns, but come at the opportunity cost of your damage. Meanwhile your more advanced tools aren't as strong and have resource costs (gauge costs, MP, cooldowns, or a combination of the 3), potentially longer cast times, but can be performed at no loss of damage, either through a system like the blood lily or addersting, or by doing DPS neutral damage as well like with Pneuma and Macrocosmos. Managing MP can also change from being an automatic system that refunds your MP taxes through use-on-cooldown actions to a choice that must be balanced with your healing resources to maintain your offensive momentum. Since your standard DPS skills and safety net heals have no MP cost, there is no fear of bricking yourself due to ambitious MP usage. Essentially, all the consequences fall entirely on the healer's ability to maintain their uptime, not their ability to heal and keep the party alive. Uptime is also not required at all from healers in nearly every aspect of FFXIV, and even when it is required, there's still breathing room to drop uptime for recovery in savage and ultimate.
These three key points can certainly create an environment that would feel different to what we currently have in a way that allows skilled healers to push their gameplay without preventing novice healers from keeping up with virtually every aspect of the game shy of savage and ultimate.


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