You know SCH can put out up to 30k of shielding every 15 seconds right? And that's before considering Recitation boosting the shield potency. IDK where 'defensive support DPS' came from, it's a healer, the icon's green. If a GNB used Draw and Junction on them (or whatever it's called now), they'd get Aurora because the SCH is a healer. Defensive, sure, support, yeh with the Catalyze buff and the Bio-whatever damage down, I can see it. But the moment you try to categorize any of the healers as a DPS is where you've lost me. Even SGE is a healer, despite it's rather esoteric method of healing. But you're also on about the semantics of healing vs damaging in a fast paced PVP mode of the game, where the moment-to-moment choice of 'do I heal or do damage' is 'do damage' even more heavily than in PVE, and so things like Macrocosmos are almost never used for healing. Forget CC for a second because I know you don't play it much, imagine you're pushing up to the central node on Onsal. Macrocosmos's heal is a complete afterthought, you're pressing it up there because it is going to hit 20+ people for 12k each. It'll time out and heal people and maybe it happens to restore HP to some people, but I'm never going to be watching for the exact 'right moment' to heal with it, because it's not going to change anything. If someone's getting hammered, I can Microcosmos heal them and then what? They heal for 25% of the damage they've taken (so, probably like 20k-30k maximum if they've been spamming Recuperate), and then they carry on getting hit for like 5 more seconds and die anyway. You use DoubleCast on Gravity 95% of the time because being able to bind people makes it easier to catch them out of position for your team to descend on like the ravenous vultures they are. The healing power of Aspected Benefic, even with it's scaling potency like Essential Dignity, is so low that a single attack from a DPS can be enough to completely negate the heal it just provided (for example, a Phantom Rush, a Hyosho, a Wyrmwind Thrust). That's assuming the heal even hits in time, because the server netcode makes it very possible to heal someone after they've died. How many times have you been dropped to 20% HP or even killed, because no matter how fast you react with Guard, a RDM is able to get at least the first two melee hits onto you (and the DOT snapshots pre-Guard)? Same reason Cure 2 pisses me off. A heal with a cast time, in a gamemode that is super fast paced and requires fast reactions (if you wanted to try to save someone), in a game with a notoriously bad netcode that leads to huge delay in ability effect activation? Part of the reason Cure 3 is so much nicer than Cure 2 isn't even the AOE component for me, it's the fact it's instantcast
Clutch play-making healing in PVP is almost always a waste of time. I've tried to save people many many times, and the number of times it's worked is laughably low, compared to the number of times I've saved a teammate by just... helping to hit the enemy they're fighting, and turning the tables because it's gone from a 2v1 to a 2v2 or such. Sustaining the team, that's fine. IE I throw out Seraph Strike for the damage and protection, and then pop Cure3 on myself because I'm in the thick of it with the team. But I'm not going to specifically go 'ah my ally is low on HP because he overextended, I will now drop everything to use Cure 2 on him twice, which will be immediately burned off of him' because chances are after he invariably dies, I'm in range to be next on the chopping block
When you say 'The real offender here is charges on heals and removal of all stand-alone AOE heals other than Macrocosmos.', do you mean that healers in PVP should have a freely accessible single target heal? That Cure2 should just have infinite charges, and that Cure3 should be useable without being gated behind Seraph Strike? Because one of the things I like about Crystalline Conflict is that it's a nice quick match that lasts a very short time, mostly a max of 7 minutes if there's a particularly determined overtime section. But a change like this would likely put that average match duration well over 10 minutes, and something tells me that this seemingly small adjustment to how long a match drags out would grate on people's mental enough to make them not want to bother with the mode anymore, and kill it even faster than it already dies after people finish their rank 25 grind. The only way you'd get away with it is for them to have this spammable version be Frontline specific, but they've already said several times they didn't balance the PVP kit reworks around Frontline, which is why Frontline keeps getting so many changes, to try and reshape the circular hole it is, into a shape that lets the square peg of their new PVP kits fit into. That, and no amount of extra AOE healing ability is going to save you from 5 SMNs all dropping their LB on mid at the same time. Or 6 DRKS. Or 4 DRGs, or whatever the latest combo they've come up with is, I wouldn't know, I only go in there when Wondrous Tails demands it
You say 'we don't call GNB a healer because it can junction Aurora' and you're right. We call it a tank because the icon's blue. So we call WHM, SCH, AST, SGE healers because the icon's green. If you think the healers should be less focused on doing damage and more on healing allies in PVP, more power to you I guess. But I, and likely many others, remember the days of HW PVP, where we DID have more access to healing, and the result of that was that a Noct AST could just walk away from 3 (or 4 if they were bad) DPS whaling on them, constantly reapplying shields to themselves and being unkillable. Which is hilarious for the AST, but an exercise in frustration for the players on the other end of it. You'd also make the healers, being the source of an even bigger amount of team sustain, an even bigger target for assassin types like RPR or NIN, so if you thought getting meme-combo'd by MNKs now was bad, we'd be the only thing on their minds with a healing rebalance like this. Lastly (not really, there's more but I need to sleep) you'd have two outcomes to an idea like this, either Recuperate goes down in potency with damage staying the same to justify the new healer HPS output, which means stuff is even burstier and harder to react to. Alternatively, Recuperate stays as is, HPS goes up with no other adjustments, and the sustain of parties gets high enough that in CC, the crystal can't move, because by the time a team finishes off enemy number three, enemy number one has respawned, made a coffee IRL, then ran back to the middle to continue the fight. And how would you even balance 'team with healer, who's gameplay is more focused on healing the team now' against 'team without a healer', the team without a healer would get obliterated because of their lack of sustain