Coming back to this topic. Let's liken healing to running a marathon. Some people are going to finish before others. Some people are going to finish long before others. The finish line in this metaphor is your downtime activity. You have to wait at the finish line until the encounter is over. We have quite a few people who have trained for this marathon and finish it reasonably early who are asking for maybe snacks, board games, books, something to do at the finish line while they wait for the race to be over. Then we have people who take a long time running the marathon shouting "NO! Runners should RUN ONLY! If you want to do anything other than run you're not a REAL RUNNER. You enjoy playing those board games at the end more than you like running! I run for longer so I obviously enjoy it more than you! You should be asking for longer marathons, not more activities at the end!"
Cool. Double the length of the race. I'm still going to finish early. I'm still going to be bored waiting for the day to end.
I really like the ideas presented around here over the last few weeks. The Glare-equivalent rotation that gets you 98% of the way to the damage output of the full rotation. Auto battles. They showcase a lot of creativity on their designers' parts. And they make excellent data points because they're both summarily rejected as I suspected they'd be. See, Sylphies will tell you all day long that they're True Healer Enjoyers who Want To HEAL. They'll feed you all kinds of BS like finishing off field mobs slower is "more fun" because Glarespamming while "weaving heals in" (on field mobs? Pull the other leg.) is this amazing feat of game design. You can throw whatever design ideas you like at this. Bend over backward trying to preserve the Sylphie experience in its own bubble while also providing room for skill expression. Bend so far your spine looks like a nautilus. Go so far as to bend the entire design of a job around shielding Sylphies from ever, ever, ever having to engage with their skill ceiling, and you'll be told "no".
The asymptote you're approaching here is preserving the Sylphie experiencewhile providing room for skill expression. That's the objectionable part. All of this nonsense back and forth about "NO! It's ONLY encounter design! The healer kits are just fine!" is a smokescreen. Mention raising the skill ceiling above ankle-height and it's like presenting a braid of garlic to a vampire. Skill expression is the line in the sand over which they WILL NOT budge. They can swear up and down and sideways that they just "don't like" interacting with it, but their aim is to make damn sure nobody else can do it on that class either.
Sylphies lie about their intentions. The objections they raise are always complete non-sequiturs with their stated goals. What does the demand for near-zero skill expression in a healer's downtime kit have to do with "wanting to heal"? That's easy. It doesn't. It has everything to do with redefining being bad at healing as good at healing. Increase healing requirements to the Andromeda galaxy and beyond, it doesn't change the fact that the better you get at healing, the less of it you do. Occam's Razor provides the reason why pancaking the skill ceiling is priority numero uno, and it has f-all to do with "wanting to heal".