I don't even necessarily hate the *idea* of oGCD healing world. I tend to like healing best when it's done in short, decisive triage loops as a second ball to juggle while doing more combat-positive things (and by that I mean, healing staves off loss, instead of pushing toward victory). Give me 2-3 carefully chosen spells when they're needed and keep the battle flowing. Healing in this game is just needed far too infrequently. The choices required in doing so are slim to nonexistent. The pop quiz dropped in front of you is multiple-choice and the grader will count 3 of the 4 choices as "correct", and rarely punish you for picking that fourth one anyway. The other ball you're juggling alongside this fail-free minigame is just spamming Magic Missile over and over again. These healer kits are as deep as a puddle. That's the issue that needs attention. Being free oGCD heavy exacerbates that issue, but we could easily delete all of the oGCDs, make GCDs free (or whatever) to compensate, and we've switched to a nearly-equally puddle deep GCD healing model.