You're misconstruing what I'm saying and I don't know if it's purposeful or accidental, but I'm going to give you the benefit of the doubt.
The meta thing is very relevant. You can't just say "there's no point to bringing it up" when the complaint that SE will just homogenize it is one of the biggest arguments your side of the debate uses, when in reality the playerbase (not all, but by far the majority) is literally already doing it themselves, just in a different way. Again, any moogle tomestone run on PF, you're expected to be able to do the ultravibrarion combo and the final sting combo.
Which FF are you pulling your BLU info from? Spells often work differently between games, and White Wind is no exception. It doesn't always equal current hp = healing, and in some games it even has an esuna effect. It therefore stands to reason that it can be changed as appropriate to fit into FF14. And let's not get into job integrity when we have white mages acting like elementalists, dark knights not using their hp to fuel their abilities, red mage using a bastardized mystic knight combat style in addition to adding holy and flare to their repertoire, dancer barely being a support, bard mixing previous bow job archetypes into its playstyle, sage being a completely new playstyle versus what previous sages were...
The whole point of Blue Magic is using monster abilities. That's it. And no, that's not what I mean. Maybe an example will explain it better.
Guild Wars 1. You pieced together a skill set from a pool of abilities. Based on what type of build you were going for, you would pull from one or two attributes of skills. Let's take ritualist because base class it's the most diverse in what roles it can perform.
Ritualists have four attributes - channeling magic, communing, restoration magic, and spawning, each with a multitude of skills to pick from.
You have healing ritualists, who would pull specifically from restoration magic, and maybe spawning and/or communing depending on how much non-healing support they wanted. Then you had nuker ritualists, who would focus mainly on channeling magic skills. Then there were spirit spammer ritualists, who would focus on communing skills. Even with only eight skill slots for your action bar, it was not limiting and had some of the most creative build diversity of any online game I've played.
The same general idea could be implemented for BLU. Expand the mimicry function - change it to mimicking a type or monster based on the role the BLU wants to perform. Give BLU different ways of doing things - a mimicry for caster dps, one for melee dps, one for DoT based dps, tanking, healing (maybe even different types of healing, who knows there are so many possibilities!). Let these mimicked roles power up certain spells and add MORE spells to the overall BLU list, so the BLU can have choices to round out their build after they have their core role abilities. As it stands now, BLU isn't all that creative. There are a few redundant spells, a few spells that never get used outside of very niche instances in the Carnivale and even then I'd still say there are some dead spells on the list.
I'm very much an advocate for getting rid of the 2 minute burst, but since that will likely never happen (we can discuss for days how questionable SE's decision making may or may not be lol) I'd rather have the job available in that form while still being able to do its side content/synced shenanigans for achievements and whatnot.