One nice thing this has shown is that we can find points of agreement and compromise, and even a workable system that makes (probably?) most people happy.
Contrary to popular belief, my issue isn't inherently with complexity, it's with things that I feel are needless (more steps to get to the same end) and clunky (unintuitive to understand and/or optimize, mechanically fighting the game's engine to achieve things, roundabout ways of doing things, and outright anti-synergies where the kit fights against ITSELF). It's one reason I do like the PvP kits, even the more attack focsued ones like SGE (though I don't like not having any kind of usable/spamable heal outside of combat...), because they condense things rather than having them be roundabout or convoluted to use.
As I've said before, I don't COMPLETELY hate DoTs, I don't like DoTs that don't do anything other than "you put it on the target...then wait for it to fall of...then put it on the target again", so things like Miasma ticks feeding into Energy Drain/Aetherpact use I don't mind, and Miasma doubling as a movement tool like Ruin 2 or Enchanted Reprise (RDM) I'm good with. I also like fewer, but more meaningful and useful buttons (the Physic upgrading to a slightly quicker cast, slightly less MP expensive Adlo; Fey Blessing being combined with Whispering Dawn; Lustrate upgrading into Excogitation; Miasma having Ruin 2's movement and weaving tool functionality but also a DoT and Gauge generator) as opposed to a bunch of random excess buttons that do the same thing (Tetra, Cure 2, Solace - while having individual use cases - are FAR less interesting than this SCH build's Aetherpact, Adlo, and Excog; having several DoTs that are...just flat DoTs and don't do anything other than exist to be a few buttons to push other than Broil IV that do slightly more damage).
Indeed, contrast this build's Aetherpact, Adlo, and Excog to WHM's Tetra, Cure 2, and Solace. We have a slightly weaker oGCD heal, but that consumes a secondary resource and is spamable, a weaker direct heal with a barrier attached, and a 3 per min limited resource spending heal (just like Solace) that has a strong heal contingent on the target's damage (or the buff expiring). Meanwhile, Tetra, Cure 2, and Solace work the same way, as an oGCD (with a CD), spamable heal that heals...for basically the same amount, and resource spender heal that heals...for basically the same amount.
One of the things that got me thinking about SCH as a base is that it's ALREADY somewhat complex, but more the diversity of its kit. Despite it suffering from button bloat, most of the buttons actually DO something useful. While half of WHM's kit may go unused, there's nothing in SCH's kit that goes unused or doesn't really have SOME use or is a carbon copy of something else in the kit, and a lot of its abilities work together like Recitation and Adlo or Excog, or Protraction with Adlo (and Recitation) and Deployment Tactics. So there's not a lot of fat to really trim to begin with, other than combining a few things that are less used (like Physic and Blessing) or things with potentially similar use cases (Lustrate and Excog) while modifying other abilities (like Aetherpact) to fill in any minor gaps created.
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Regardless, from my side, it's removing clunk and making abilities that are more useful and a bit more interesting, and removing the anti-synergies of the kit as a whole.
This concept is proof that can dovetail with increasing DPS complexity and engagement, simultaneously raising the skill ceiling, but not to the point that people are being terribly left behind, and without needing busywork or unintuitive optimizations.
Thus, an example of a case where everyone wins at the same time...which well meets the definition of a good compromise, I think.
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I think if SCH was made like this, people that like simple-ish things and healing focus still get that, and people that like optimizing damage and more skill expression get that, so it works for everyone even though the changes are RELATIVELY minor on the whole. Further, since this would be (MORE or less) a Healer being "left the same...ish", it would free up altering the other three Healer Jobs while keeping one with a more familiar style.
...while SCH was the last one I would have picked to keep more or less the same, it...honestly works.
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EDIT:
I was comparing Energy Drain to the PARTY'S damage output/boss's health pool to determine how much faster the fight would be. ~3% of a Healers' DPS would be around 0.6% of the party's total DPS, wouldn't it?
I should note: It would probably be a bit higher than that (due to the +5% party buff, foods, tinctures, etc), but we're still talking in the ballpark of 10-20 seconds, maybe, for the average fight, and something like 1%ish of the party's total DPS? And that's if you use AF for nothing other than Energy Drains, meaning presumably the fight is going well and your DPS know what they're doing so that 10 or even 30 seconds shorter of a fight is still RELATIVELY inconsequential.
While I don't think that's strictly NECESSARY - we don't worry, for example, about overcapping MP (we don't aim to do it, but no one's going to blow a gasket if you aren't consuming MP faster than you're generating it) - that was the reason for the Excog change, as it gives you something to dump excess AF on that isn't (outright) overhealing. Moreover, by spending AF on Excogs, you get a LITTLE of the old WoW Druid "rolling HoT" feel (that, unlike rolling HoTs, actually WORKS with FFXIV's combat model...), and it generates Faerie Gauge when you can expend on Energy Drains, but also on Aetherpacts if you need those instead.
So you have your overcap protection there, and you have your Energy Drain optimization on the side, and you get both of those things while not discouraging Soil/Indom/Excog use. In fact, it encourages their use (and Miasma uptime) as it unlocks yet more healing resources (Aetherpact) if you need it AND more damage (Energy Drains) if you do not.
You can argue it isn't perfect - nothing is and I'm sure we could come up with something that would always be useful (for example, if Lustrate/Excog was a barrier instead of a heal and lasted for 10 minutes meaning AT SOME POINT it will be useful) - but it allows for most of the same optimization stuff you have now while fixing the clunky/"feels bad" of having Energy Drain fight with Soil/Indom/Excog, and burning AF stacks on Excog probably won't feel bad to most people.