That's exactly what I said. You said it yourself, out of all 3 options, only 1 does your job and also gives you damage. So the only choice available to you right now is the right choice (gives you damage) or the wrong choice (doesn't give you damage).
My point is that you can already do all these things right now, you have the freedom to make any of these choices right now. Why don't people make most of these choices? Because it loses them damage. That's log mentality and it's damaging the healer role, if you need to heal, you heal, it shouldn't matter if it loses you damage as damage shouldn't be your main focus in the first place. Making more and more heals damage neutral only feeds into this log mentality and hurts the role further, even now you'd sometimes see healers that do literally no healing if they have no free healing available, they'd rather let the party die than cast anything that loses them damage.
Making everything as damage neutral as possible also removes the need for choice. You say you'd have more choices available, yes, you would, but all the reasons for making those choices will be completely removed. Why consider your next move when they all do the same thing? If you cast a damage neutral Cure III here to top up the party, what's the difference between that and using an Afflatus Solace under Plenary?
I mentioned helping the party do damage because that's literally the only thing you can do if you free up space where you don't need to heal. We have no support spells to keep up, we have no upkeep spells, we have no debilitating spells to use according to the situation. Free space = damage, that's how this game is designed. I didn't say I like it this way, it's just what it is. I have a lot more fun planning out healing and being as efficient as possible, which is why I only play healer for progression as there's nothing else to strive for after healing is efficient. This is also why I advocate for changing job design in addition to encounter design.



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